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Merge branch 'editor-exit-stability' into non-nullable-beatmapset-files
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@ -358,7 +358,7 @@ namespace osu.Game.Tests.Visual.SongSelect
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AddUntilStep("has selection", () => songSelect.Carousel.SelectedBeatmap.Equals(target));
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AddUntilStep("has selection", () => songSelect.Carousel.SelectedBeatmap.Equals(target));
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// this is an important check, to make sure updateComponentFromBeatmap() was actually run
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// this is an important check, to make sure updateComponentFromBeatmap() was actually run
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AddUntilStep("selection shown on wedge", () => songSelect.CurrentBeatmapDetailsBeatmap.BeatmapInfo == target);
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AddUntilStep("selection shown on wedge", () => songSelect.CurrentBeatmapDetailsBeatmap.BeatmapInfo.Equals(target));
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}
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}
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[Test]
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[Test]
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@ -390,7 +390,7 @@ namespace osu.Game.Tests.Visual.SongSelect
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AddUntilStep("has correct ruleset", () => Ruleset.Value.ID == 0);
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AddUntilStep("has correct ruleset", () => Ruleset.Value.ID == 0);
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// this is an important check, to make sure updateComponentFromBeatmap() was actually run
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// this is an important check, to make sure updateComponentFromBeatmap() was actually run
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AddUntilStep("selection shown on wedge", () => songSelect.CurrentBeatmapDetailsBeatmap.BeatmapInfo == target);
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AddUntilStep("selection shown on wedge", () => songSelect.CurrentBeatmapDetailsBeatmap.BeatmapInfo.Equals(target));
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}
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}
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[Test]
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[Test]
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@ -781,7 +781,7 @@ namespace osu.Game.Tests.Visual.SongSelect
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AddUntilStep("Check ruleset changed to mania", () => Ruleset.Value.ID == 3);
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AddUntilStep("Check ruleset changed to mania", () => Ruleset.Value.ID == 3);
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AddAssert("Check first item in group selected", () => Beatmap.Value.BeatmapInfo == groupIcon.Items.First().Beatmap);
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AddAssert("Check first item in group selected", () => Beatmap.Value.BeatmapInfo.Equals(groupIcon.Items.First().Beatmap));
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}
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}
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[Test]
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[Test]
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@ -287,9 +287,6 @@ namespace osu.Game.Beatmaps
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if (beatmapInfo?.BeatmapSet == null)
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if (beatmapInfo?.BeatmapSet == null)
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return DefaultBeatmap;
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return DefaultBeatmap;
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if (beatmapInfo == DefaultBeatmap?.BeatmapInfo)
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return DefaultBeatmap;
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// if there are no files, presume the full beatmap info has not yet been fetched from the database.
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// if there are no files, presume the full beatmap info has not yet been fetched from the database.
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if (beatmapInfo.BeatmapSet.Files.Count == 0)
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if (beatmapInfo.BeatmapSet.Files.Count == 0)
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{
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{
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@ -95,6 +95,8 @@ namespace osu.Game.Overlays.Dialog
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}
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}
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}
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}
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// We always want dialogs to show their appear animation, so we request they start hidden.
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// Normally this would not be required, but is here due to the manual Show() call that occurs before LoadComplete().
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protected override bool StartHidden => true;
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protected override bool StartHidden => true;
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protected PopupDialog()
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protected PopupDialog()
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