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Merge branch 'master' into remove-playlistitem-beatmap
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@ -100,7 +100,7 @@ namespace osu.Game.Tests.Visual.Multiplayer
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AddUntilStep("wait for join", () => RoomJoined);
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AddStep("select swap mod", () => Client.ChangeUserMods(API.LocalUser.Value.OnlineID, new[] { new TaikoModSwap() }));
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AddStep("select swap mod", () => MultiplayerClient.ChangeUserMods(API.LocalUser.Value.OnlineID, new[] { new TaikoModSwap() }));
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AddUntilStep("participant panel has mod", () => this.ChildrenOfType<ParticipantPanel>().Any(p => p.ChildrenOfType<ModIcon>().Any(m => m.Mod is TaikoModSwap)));
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}
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@ -137,17 +137,17 @@ namespace osu.Game.Tests.Visual.Multiplayer
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AddStep("join other user (ready)", () =>
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{
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Client.AddUser(new APIUser { Id = PLAYER_1_ID });
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Client.ChangeUserState(PLAYER_1_ID, MultiplayerUserState.Ready);
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MultiplayerClient.AddUser(new APIUser { Id = PLAYER_1_ID });
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MultiplayerClient.ChangeUserState(PLAYER_1_ID, MultiplayerUserState.Ready);
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});
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ClickButtonWhenEnabled<MultiplayerSpectateButton>();
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AddUntilStep("wait for spectating user state", () => Client.LocalUser?.State == MultiplayerUserState.Spectating);
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AddUntilStep("wait for spectating user state", () => MultiplayerClient.LocalUser?.State == MultiplayerUserState.Spectating);
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ClickButtonWhenEnabled<MultiplayerReadyButton>();
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AddUntilStep("match started", () => Client.Room?.State == MultiplayerRoomState.WaitingForLoad);
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AddUntilStep("match started", () => MultiplayerClient.Room?.State == MultiplayerRoomState.WaitingForLoad);
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}
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[Test]
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