Fix usage of DI before it's ready in combo colour tests

This commit is contained in:
Dean Herbert
2021-05-31 19:57:31 +09:00
parent 46b6f49a92
commit e78391db7a
3 changed files with 20 additions and 16 deletions

View File

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