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Fix missed cases of incorrect .Value
usage
Changing from `Bindable` to `Nullable` comes with its issues...
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@ -210,9 +210,9 @@ namespace osu.Game.Rulesets.Catch.Tests.Editor
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new Vector2(50, 200),
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new Vector2(50, 200),
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}), 0.5);
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}), 0.5);
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AddAssert("1 vertex per 1 nested HO", () => getVertices().Count == hitObject.NestedHitObjects.Count);
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AddAssert("1 vertex per 1 nested HO", () => getVertices().Count == hitObject.NestedHitObjects.Count);
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AddAssert("slider path not yet changed", () => hitObject.Path.ControlPoints[0].Type.Value == PathType.PerfectCurve);
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AddAssert("slider path not yet changed", () => hitObject.Path.ControlPoints[0].Type == PathType.PerfectCurve);
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addAddVertexSteps(150, 150);
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addAddVertexSteps(150, 150);
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AddAssert("slider path change to linear", () => hitObject.Path.ControlPoints[0].Type.Value == PathType.Linear);
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AddAssert("slider path change to linear", () => hitObject.Path.ControlPoints[0].Type == PathType.Linear);
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}
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}
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private void addBlueprintStep(double time, float x, SliderPath sliderPath, double velocity) => AddStep("add selection blueprint", () =>
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private void addBlueprintStep(double time, float x, SliderPath sliderPath, double velocity) => AddStep("add selection blueprint", () =>
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@ -241,7 +241,7 @@ namespace osu.Game.Rulesets.Osu.Edit.Blueprints.Sliders.Components
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private MenuItem createMenuItemForPathType(PathType? type)
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private MenuItem createMenuItemForPathType(PathType? type)
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{
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{
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int totalCount = Pieces.Count(p => p.IsSelected.Value);
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int totalCount = Pieces.Count(p => p.IsSelected.Value);
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int countOfState = Pieces.Where(p => p.IsSelected.Value).Count(p => p.ControlPoint.Type.Value == type);
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int countOfState = Pieces.Where(p => p.IsSelected.Value).Count(p => p.ControlPoint.Type == type);
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var item = new TernaryStateRadioMenuItem(type == null ? "Inherit" : type.ToString().Humanize(), MenuItemType.Standard, _ =>
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var item = new TernaryStateRadioMenuItem(type == null ? "Inherit" : type.ToString().Humanize(), MenuItemType.Standard, _ =>
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{
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{
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