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Fix usage of DI before it's ready in combo colour tests
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@ -21,8 +21,10 @@ namespace osu.Game.Tests.Beatmaps
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{
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protected readonly Bindable<bool> BeatmapSkins = new Bindable<bool>();
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protected readonly Bindable<bool> BeatmapColours = new Bindable<bool>();
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protected ExposedPlayer TestPlayer;
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protected WorkingBeatmap TestBeatmap;
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private WorkingBeatmap testBeatmap;
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public virtual void TestBeatmapComboColours(bool userHasCustomColours, bool useBeatmapSkin) => ConfigureTest(useBeatmapSkin, true, userHasCustomColours);
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@ -34,10 +36,12 @@ namespace osu.Game.Tests.Beatmaps
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public virtual void TestBeatmapNoComboColoursSkinOverride(bool useBeatmapSkin, bool useBeatmapColour) => ConfigureTest(useBeatmapSkin, useBeatmapColour, true);
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protected virtual void ConfigureTest(bool useBeatmapSkin, bool useBeatmapColours, bool userHasCustomColours)
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protected void PrepareBeatmap(Func<WorkingBeatmap> createBeatmap) => AddStep("prepare beatmap", () => testBeatmap = createBeatmap());
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protected void ConfigureTest(bool useBeatmapSkin, bool useBeatmapColours, bool userHasCustomColours)
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{
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configureSettings(useBeatmapSkin, useBeatmapColours);
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AddStep($"load {(((CustomSkinWorkingBeatmap)TestBeatmap).HasColours ? "coloured " : "")} beatmap", () => TestPlayer = LoadBeatmap(userHasCustomColours));
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AddStep("load beatmap", () => TestPlayer = LoadBeatmap(userHasCustomColours));
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AddUntilStep("wait for player load", () => TestPlayer.IsLoaded);
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}
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@ -57,7 +61,7 @@ namespace osu.Game.Tests.Beatmaps
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{
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ExposedPlayer player;
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Beatmap.Value = TestBeatmap;
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Beatmap.Value = testBeatmap;
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LoadScreen(player = CreateTestPlayer(userHasCustomColours));
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