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Refactor editor selection/blueprint components to be generic
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@ -132,8 +132,8 @@ namespace osu.Game.Tests.Visual.Editing
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{
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AddStep("deselect", () => EditorBeatmap.SelectedHitObjects.Clear());
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AddUntilStep("timeline selection box is not visible", () => Editor.ChildrenOfType<Timeline>().First().ChildrenOfType<SelectionHandler>().First().Alpha == 0);
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AddUntilStep("composer selection box is not visible", () => Editor.ChildrenOfType<HitObjectComposer>().First().ChildrenOfType<SelectionHandler>().First().Alpha == 0);
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AddUntilStep("timeline selection box is not visible", () => Editor.ChildrenOfType<Timeline>().First().ChildrenOfType<EditorSelectionHandler>().First().Alpha == 0);
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AddUntilStep("composer selection box is not visible", () => Editor.ChildrenOfType<HitObjectComposer>().First().ChildrenOfType<EditorSelectionHandler>().First().Alpha == 0);
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}
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AddStep("paste hitobject", () => Editor.Paste());
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@ -142,8 +142,8 @@ namespace osu.Game.Tests.Visual.Editing
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AddAssert("new object selected", () => EditorBeatmap.SelectedHitObjects.Single().StartTime == 2000);
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AddUntilStep("timeline selection box is visible", () => Editor.ChildrenOfType<Timeline>().First().ChildrenOfType<SelectionHandler>().First().Alpha > 0);
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AddUntilStep("composer selection box is visible", () => Editor.ChildrenOfType<HitObjectComposer>().First().ChildrenOfType<SelectionHandler>().First().Alpha > 0);
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AddUntilStep("timeline selection box is visible", () => Editor.ChildrenOfType<Timeline>().First().ChildrenOfType<EditorSelectionHandler>().First().Alpha > 0);
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AddUntilStep("composer selection box is visible", () => Editor.ChildrenOfType<HitObjectComposer>().First().ChildrenOfType<EditorSelectionHandler>().First().Alpha > 0);
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}
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[Test]
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