diff --git a/osu.Game.Tests/Visual/Gameplay/TestSceneGameplaySampleTriggerSource.cs b/osu.Game.Tests/Visual/Gameplay/TestSceneGameplaySampleTriggerSource.cs index 7f4f1ed027..b30bef7c30 100644 --- a/osu.Game.Tests/Visual/Gameplay/TestSceneGameplaySampleTriggerSource.cs +++ b/osu.Game.Tests/Visual/Gameplay/TestSceneGameplaySampleTriggerSource.cs @@ -155,16 +155,16 @@ namespace osu.Game.Tests.Visual.Gameplay // This is because the (parent) object will only play its sample at the final EndTime. AddAssert("check valid object is slider's first nested", () => sampleTriggerSource.GetMostValidObject(), () => Is.EqualTo(beatmap.HitObjects[4].NestedHitObjects.First())); - AddStep("seek to just before slider ends", () => Beatmap.Value.Track.Seek(beatmap.HitObjects[4].GetEndTime() - 100)); + AddStep("seek to just before slider ends", () => Player.GameplayClockContainer.Seek(beatmap.HitObjects[4].GetEndTime() - 100)); waitForCatchUp(); AddUntilStep("wait until valid object is slider's last nested", () => sampleTriggerSource.GetMostValidObject(), () => Is.EqualTo(beatmap.HitObjects[4].NestedHitObjects.Last())); // After we get far enough away, the samples of the object itself should be used, not any nested object. - AddStep("seek to further after slider", () => Beatmap.Value.Track.Seek(beatmap.HitObjects[4].GetEndTime() + 1000)); + AddStep("seek to further after slider", () => Player.GameplayClockContainer.Seek(beatmap.HitObjects[4].GetEndTime() + 1000)); waitForCatchUp(); AddUntilStep("wait until valid object is slider itself", () => sampleTriggerSource.GetMostValidObject(), () => Is.EqualTo(beatmap.HitObjects[4])); - AddStep("Seek into future", () => Beatmap.Value.Track.Seek(beatmap.HitObjects.Last().GetEndTime() + 10000)); + AddStep("Seek into future", () => Player.GameplayClockContainer.Seek(beatmap.HitObjects.Last().GetEndTime() + 10000)); waitForCatchUp(); waitForAliveObjectIndex(null); checkValidObjectIndex(4); @@ -172,7 +172,7 @@ namespace osu.Game.Tests.Visual.Gameplay private void seekBeforeIndex(int index) { - AddStep($"seek to just before object {index}", () => Beatmap.Value.Track.Seek(beatmap.HitObjects[index].StartTime - 100)); + AddStep($"seek to just before object {index}", () => Player.GameplayClockContainer.Seek(beatmap.HitObjects[index].StartTime - 100)); waitForCatchUp(); }