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Set combo immediately rather than via repeat steps
Doesn't help anyone to be waiting literal minutes for combo to hit 50 or 150 in a test scene supposed to quickly visually demonstrate a component. Doesn't help for CI runtime, either.
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@ -33,10 +33,7 @@ namespace osu.Game.Rulesets.Taiko.Tests.Skinning
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{
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{
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AddStep("Create beatmap", () => setUpBeatmap(false));
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AddStep("Create beatmap", () => setUpBeatmap(false));
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AddStep("Reset combo", () => gameplayState.ScoreProcessor.Combo.Value = 0);
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AddStep("Set 50 combo", () => gameplayState.ScoreProcessor.Combo.Value = 50);
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AddRepeatStep("Increase combo", () => gameplayState.ScoreProcessor.Combo.Value++, 50);
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addHitSteps();
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addHitSteps();
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}
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}
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@ -45,10 +42,7 @@ namespace osu.Game.Rulesets.Taiko.Tests.Skinning
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{
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{
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AddStep("Create beatmap", () => setUpBeatmap(false));
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AddStep("Create beatmap", () => setUpBeatmap(false));
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AddStep("Reset combo", () => gameplayState.ScoreProcessor.Combo.Value = 0);
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AddStep("Set 150 combo", () => gameplayState.ScoreProcessor.Combo.Value = 150);
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AddRepeatStep("Increase combo", () => gameplayState.ScoreProcessor.Combo.Value++, 150);
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addHitSteps();
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addHitSteps();
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}
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}
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