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Update usages of GameplayClockContainer.GameplayClock
to access properties directly
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@ -451,7 +451,7 @@ namespace osu.Game.Tests.Visual.Multiplayer
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}
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private void checkPaused(int userId, bool state)
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=> AddUntilStep($"{userId} is {(state ? "paused" : "playing")}", () => getPlayer(userId).ChildrenOfType<GameplayClockContainer>().First().GameplayClock.IsRunning != state);
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=> AddUntilStep($"{userId} is {(state ? "paused" : "playing")}", () => getPlayer(userId).ChildrenOfType<GameplayClockContainer>().First().IsRunning != state);
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private void checkPausedInstant(int userId, bool state)
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{
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@ -671,7 +671,7 @@ namespace osu.Game.Tests.Visual.Multiplayer
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for (double i = 1000; i < TestResources.QUICK_BEATMAP_LENGTH; i += 1000)
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{
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double time = i;
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AddUntilStep($"wait for time > {i}", () => this.ChildrenOfType<GameplayClockContainer>().SingleOrDefault()?.GameplayClock.CurrentTime > time);
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AddUntilStep($"wait for time > {i}", () => this.ChildrenOfType<GameplayClockContainer>().SingleOrDefault()?.CurrentTime > time);
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}
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AddUntilStep("wait for results", () => multiplayerComponents.CurrentScreen is ResultsScreen);
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