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Rename SelectedMods -> Mods
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@ -267,7 +267,7 @@ namespace osu.Game.Tests.Visual.Background
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AddUntilStep("Song select has selection", () => songSelect.Carousel.SelectedBeatmap != null);
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AddStep("Set default user settings", () =>
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{
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SelectedMods.Value = SelectedMods.Value.Concat(new[] { new OsuModNoFail() });
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Mods.Value = Mods.Value.Concat(new[] { new OsuModNoFail() });
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songSelect.DimLevel.Value = 0.7f;
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songSelect.BlurLevel.Value = 0.4f;
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});
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@ -14,7 +14,7 @@ namespace osu.Game.Tests.Visual.Gameplay
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{
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protected override Player CreatePlayer(Ruleset ruleset)
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{
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SelectedMods.Value = SelectedMods.Value.Concat(new[] { ruleset.GetAutoplayMod() });
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Mods.Value = Mods.Value.Concat(new[] { ruleset.GetAutoplayMod() });
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return new ScoreAccessiblePlayer();
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}
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@ -171,17 +171,17 @@ namespace osu.Game.Tests.Visual.SongSelect
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AddStep("change ruleset", () =>
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{
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SelectedMods.ValueChanged += onModChange;
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Mods.ValueChanged += onModChange;
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songSelect.Ruleset.ValueChanged += onRulesetChange;
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Ruleset.Value = new TaikoRuleset().RulesetInfo;
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SelectedMods.ValueChanged -= onModChange;
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Mods.ValueChanged -= onModChange;
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songSelect.Ruleset.ValueChanged -= onRulesetChange;
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});
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AddAssert("mods changed before ruleset", () => modChangeIndex < rulesetChangeIndex);
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AddAssert("empty mods", () => !SelectedMods.Value.Any());
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AddAssert("empty mods", () => !Mods.Value.Any());
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void onModChange(ValueChangedEvent<IEnumerable<Mod>> e) => modChangeIndex = actionIndex++;
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void onRulesetChange(ValueChangedEvent<RulesetInfo> e) => rulesetChangeIndex = actionIndex--;
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@ -214,7 +214,7 @@ namespace osu.Game.Tests.Visual.SongSelect
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private static int importId;
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private int getImportId() => ++importId;
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private void changeMods(params Mod[] mods) => AddStep($"change mods to {string.Join(", ", mods.Select(m => m.Acronym))}", () => SelectedMods.Value = mods);
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private void changeMods(params Mod[] mods) => AddStep($"change mods to {string.Join(", ", mods.Select(m => m.Acronym))}", () => Mods.Value = mods);
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private void changeRuleset(int id) => AddStep($"change ruleset to {id}", () => Ruleset.Value = rulesets.AvailableRulesets.First(r => r.ID == id));
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