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Update VisibilityContainer usage in line with framework
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@ -28,7 +28,7 @@ namespace osu.Game.Tests.Visual.Gameplay
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protected override void AddCheckSteps()
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{
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AddUntilStep("wait for fail", () => Player.HasFailed);
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AddUntilStep("wait for fail overlay", () => ((FailPlayer)Player).FailOverlay.State == Visibility.Visible);
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AddUntilStep("wait for fail overlay", () => ((FailPlayer)Player).FailOverlay.State.Value == Visibility.Visible);
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}
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private class FailPlayer : TestPlayer
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@ -97,7 +97,7 @@ namespace osu.Game.Tests.Visual.Gameplay
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AddStep("Show overlay", () => pauseOverlay.Show());
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AddStep("Press select", () => press(GlobalAction.Select));
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AddAssert("Overlay still open", () => pauseOverlay.State == Visibility.Visible);
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AddAssert("Overlay still open", () => pauseOverlay.State.Value == Visibility.Visible);
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AddStep("Hide overlay", () => pauseOverlay.Hide());
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}
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@ -237,7 +237,7 @@ namespace osu.Game.Tests.Visual.Gameplay
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});
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AddAssert("Action was triggered", () => triggered);
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AddAssert("Overlay is closed", () => pauseOverlay.State == Visibility.Hidden);
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AddAssert("Overlay is closed", () => pauseOverlay.State.Value == Visibility.Hidden);
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}
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/// <summary>
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@ -272,7 +272,7 @@ namespace osu.Game.Tests.Visual.Gameplay
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return triggered;
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});
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AddAssert("Overlay is closed", () => pauseOverlay.State == Visibility.Hidden);
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AddAssert("Overlay is closed", () => pauseOverlay.State.Value == Visibility.Hidden);
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}
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private void press(Key key)
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@ -203,9 +203,9 @@ namespace osu.Game.Tests.Visual.Gameplay
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public new HUDOverlay HUDOverlay => base.HUDOverlay;
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public bool FailOverlayVisible => FailOverlay.State == Visibility.Visible;
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public bool FailOverlayVisible => FailOverlay.State.Value == Visibility.Visible;
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public bool PauseOverlayVisible => PauseOverlay.State == Visibility.Visible;
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public bool PauseOverlayVisible => PauseOverlay.State.Value == Visibility.Visible;
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public override void OnEntering(IScreen last)
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{
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@ -46,7 +46,7 @@ namespace osu.Game.Tests.Visual.Gameplay
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{
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Origin = Anchor.TopRight,
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Anchor = Anchor.TopRight,
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State = Visibility.Visible,
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State = { Value = Visibility.Visible },
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});
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AddStep("Restart", restart);
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