Privatise the OsuGame beatmap, add local beatmap to OsuTestCase

This commit is contained in:
smoogipoo
2018-05-23 17:37:39 +09:00
parent 6c0c932c48
commit 8004b8af4d
51 changed files with 279 additions and 277 deletions

View File

@ -27,6 +27,8 @@ namespace osu.Game.Screens.Menu
/// </summary>
public bool DidLoadMenu;
private GameBeatmap beatmapBacking;
private MainMenu mainMenu;
private SampleChannel welcome;
private SampleChannel seeya;
@ -44,8 +46,10 @@ namespace osu.Game.Screens.Menu
private WorkingBeatmap beatmap;
[BackgroundDependencyLoader]
private void load(AudioManager audio, OsuConfigManager config, BeatmapManager beatmaps, Framework.Game game)
private void load(AudioManager audio, OsuConfigManager config, BeatmapManager beatmaps, Framework.Game game, GameBeatmap beatmap)
{
beatmapBacking = beatmap.GetBoundCopy();
menuVoice = config.GetBindable<bool>(OsuSetting.MenuVoice);
menuMusic = config.GetBindable<bool>(OsuSetting.MenuMusic);
@ -72,8 +76,8 @@ namespace osu.Game.Screens.Menu
}
}
beatmap = beatmaps.GetWorkingBeatmap(setInfo.Beatmaps[0]);
track = beatmap.Track;
this.beatmap = beatmaps.GetWorkingBeatmap(setInfo.Beatmaps[0]);
track = this.beatmap.Track;
welcome = audio.Sample.Get(@"welcome");
seeya = audio.Sample.Get(@"seeya");
@ -83,7 +87,7 @@ namespace osu.Game.Screens.Menu
{
base.OnEntering(last);
Game.Beatmap.Value = beatmap;
beatmapBacking.Value = beatmap;
if (menuVoice)
welcome.Play();