From 5dc08d4351c5348f79cc5afa599aad0b93c3d860 Mon Sep 17 00:00:00 2001 From: Dan Balasescu Date: Wed, 25 Jun 2025 21:50:04 +0900 Subject: [PATCH] Simplify important frame management --- osu.Game.Rulesets.Osu.Tests/TestSceneSliderInput.cs | 5 +---- 1 file changed, 1 insertion(+), 4 deletions(-) diff --git a/osu.Game.Rulesets.Osu.Tests/TestSceneSliderInput.cs b/osu.Game.Rulesets.Osu.Tests/TestSceneSliderInput.cs index 362a86065d..0842f8f14f 100644 --- a/osu.Game.Rulesets.Osu.Tests/TestSceneSliderInput.cs +++ b/osu.Game.Rulesets.Osu.Tests/TestSceneSliderInput.cs @@ -501,10 +501,7 @@ namespace osu.Game.Rulesets.Osu.Tests performTest(new List { new OsuReplayFrame { Position = Vector2.Zero, Actions = { OsuAction.LeftButton }, Time = time_slider_start }, - // This frame is weird because the "up" frame can be skipped if the current time passes it (and is thus no longer in an important section). - // So the idea is to instead generate another important frame at the intended time without yet hitting the next circle. - new OsuReplayFrame { Position = new Vector2(100, 0), Actions = { OsuAction.RightButton }, Time = last_tick_time + 5 }, - new OsuReplayFrame { Position = new Vector2(140, 0), Actions = { OsuAction.LeftButton }, Time = last_tick_time + 20 }, + new OsuReplayFrame { Position = new Vector2(140, 0), Actions = { OsuAction.RightButton }, Time = last_tick_time + 20 }, }, [ new Slider