Fix beatmap potentially changing in test scene

This commit is contained in:
Dean Herbert
2020-09-30 16:16:14 +09:00
parent 2ef09a8730
commit 1dd354120b

View File

@ -5,7 +5,6 @@ using NUnit.Framework;
using osu.Framework.Allocation; using osu.Framework.Allocation;
using osu.Game.Rulesets.Edit; using osu.Game.Rulesets.Edit;
using osu.Game.Rulesets.Osu; using osu.Game.Rulesets.Osu;
using osu.Game.Rulesets.Osu.Beatmaps;
using osu.Game.Screens.Edit; using osu.Game.Screens.Edit;
using osu.Game.Screens.Edit.Timing; using osu.Game.Screens.Edit.Timing;
@ -27,7 +26,15 @@ namespace osu.Game.Tests.Visual.Editing
private void load() private void load()
{ {
Beatmap.Value = CreateWorkingBeatmap(editorBeatmap.PlayableBeatmap); Beatmap.Value = CreateWorkingBeatmap(editorBeatmap.PlayableBeatmap);
Beatmap.Disabled = true;
Child = new TimingScreen(); Child = new TimingScreen();
} }
protected override void Dispose(bool isDisposing)
{
Beatmap.Disabled = false;
base.Dispose(isDisposing);
}
} }
} }