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https://github.com/osukey/osukey.git
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Apply nullability to HUD test scene
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@ -1,12 +1,11 @@
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// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
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// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
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// See the LICENCE file in the repository root for full licence text.
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// See the LICENCE file in the repository root for full licence text.
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#nullable disable
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using System;
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using System;
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using System.Linq;
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using System.Linq;
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using NUnit.Framework;
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using NUnit.Framework;
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using osu.Framework.Allocation;
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using osu.Framework.Allocation;
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using osu.Framework.Extensions.ObjectExtensions;
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using osu.Framework.Graphics;
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using osu.Framework.Graphics;
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using osu.Framework.Graphics.Containers;
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using osu.Framework.Graphics.Containers;
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using osu.Framework.Testing;
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using osu.Framework.Testing;
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@ -26,9 +25,9 @@ namespace osu.Game.Tests.Visual.Gameplay
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{
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{
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public class TestSceneHUDOverlay : OsuManualInputManagerTestScene
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public class TestSceneHUDOverlay : OsuManualInputManagerTestScene
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{
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{
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private OsuConfigManager localConfig;
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private OsuConfigManager localConfig = null!;
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private HUDOverlay hudOverlay;
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private HUDOverlay hudOverlay = null!;
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[Cached]
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[Cached]
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private ScoreProcessor scoreProcessor = new ScoreProcessor(new OsuRuleset());
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private ScoreProcessor scoreProcessor = new ScoreProcessor(new OsuRuleset());
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@ -220,7 +219,7 @@ namespace osu.Game.Tests.Visual.Gameplay
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AddUntilStep("skinnable components loaded", () => hudOverlay.ChildrenOfType<SkinnableTargetContainer>().Single().ComponentsLoaded);
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AddUntilStep("skinnable components loaded", () => hudOverlay.ChildrenOfType<SkinnableTargetContainer>().Single().ComponentsLoaded);
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}
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}
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private void createNew(Action<HUDOverlay> action = null)
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private void createNew(Action<HUDOverlay>? action = null)
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{
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{
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AddStep("create overlay", () =>
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AddStep("create overlay", () =>
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{
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{
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@ -239,7 +238,9 @@ namespace osu.Game.Tests.Visual.Gameplay
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protected override void Dispose(bool isDisposing)
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protected override void Dispose(bool isDisposing)
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{
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{
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localConfig?.Dispose();
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if (localConfig.IsNotNull())
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localConfig.Dispose();
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base.Dispose(isDisposing);
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base.Dispose(isDisposing);
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}
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}
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}
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}
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