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Replace all judged event logic with HasCompleted bindable
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@ -27,7 +27,6 @@ namespace osu.Game.Rulesets.Mania.Tests
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private const double time_after_tail = 5250;
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private List<JudgementResult> judgementResults;
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private bool allJudgedFired;
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/// <summary>
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/// -----[ ]-----
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@ -283,20 +282,15 @@ namespace osu.Game.Rulesets.Mania.Tests
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{
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if (currentPlayer == p) judgementResults.Add(result);
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};
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p.ScoreProcessor.AllJudged += () =>
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{
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if (currentPlayer == p) allJudgedFired = true;
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};
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};
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LoadScreen(currentPlayer = p);
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allJudgedFired = false;
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judgementResults = new List<JudgementResult>();
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});
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AddUntilStep("Beatmap at 0", () => Beatmap.Value.Track.CurrentTime == 0);
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AddUntilStep("Wait until player is loaded", () => currentPlayer.IsCurrentScreen());
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AddUntilStep("Wait for all judged", () => allJudgedFired);
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AddUntilStep("Wait for completion", () => currentPlayer.ScoreProcessor.HasCompleted.Value);
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}
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private class ScoreAccessibleReplayPlayer : ReplayPlayer
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