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Move all usage of GameplayClock
to IGameplayClock
This commit is contained in:
@ -80,7 +80,7 @@ namespace osu.Game.Tests.Visual.Gameplay
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(typeof(ScoreProcessor), actualComponentsContainer.Dependencies.Get<ScoreProcessor>()),
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(typeof(HealthProcessor), actualComponentsContainer.Dependencies.Get<HealthProcessor>()),
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(typeof(GameplayState), actualComponentsContainer.Dependencies.Get<GameplayState>()),
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(typeof(GameplayClock), actualComponentsContainer.Dependencies.Get<GameplayClock>())
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(typeof(IGameplayClock), actualComponentsContainer.Dependencies.Get<IGameplayClock>())
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},
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};
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@ -39,7 +39,7 @@ namespace osu.Game.Tests.Visual.Gameplay
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private GameplayState gameplayState = TestGameplayState.Create(new OsuRuleset());
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[Cached]
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private readonly GameplayClock gameplayClock = new GameplayClock(new FramedClock());
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private readonly IGameplayClock gameplayClock = new GameplayClock(new FramedClock());
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// best way to check without exposing.
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private Drawable hideTarget => hudOverlay.KeyCounter;
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@ -30,7 +30,7 @@ namespace osu.Game.Tests.Visual.Gameplay
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private GameplayState gameplayState = TestGameplayState.Create(new OsuRuleset());
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[Cached]
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private readonly GameplayClock gameplayClock = new GameplayClock(new FramedClock());
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private readonly IGameplayClock gameplayClock = new GameplayClock(new FramedClock());
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[SetUpSteps]
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public void SetUpSteps()
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@ -37,7 +37,7 @@ namespace osu.Game.Tests.Visual.Gameplay
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private GameplayState gameplayState = TestGameplayState.Create(new OsuRuleset());
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[Cached]
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private readonly GameplayClock gameplayClock = new GameplayClock(new FramedClock());
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private readonly IGameplayClock gameplayClock = new GameplayClock(new FramedClock());
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private IEnumerable<HUDOverlay> hudOverlays => CreatedDrawables.OfType<HUDOverlay>();
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