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https://github.com/SK-la/Ez2Lazer.git
synced 2026-03-13 11:20:28 +00:00
Fix placement blueprint tests
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@@ -22,6 +22,8 @@ namespace osu.Game.Rulesets.Catch.Tests.Editor
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{
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public abstract partial class CatchPlacementBlueprintTestScene : PlacementBlueprintTestScene
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{
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protected sealed override Ruleset CreateRuleset() => new CatchRuleset();
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protected const double TIME_SNAP = 100;
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protected DrawableCatchHitObject LastObject;
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@@ -22,6 +22,8 @@ namespace osu.Game.Rulesets.Mania.Tests.Editor
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{
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public abstract partial class ManiaPlacementBlueprintTestScene : PlacementBlueprintTestScene
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{
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protected sealed override Ruleset CreateRuleset() => new ManiaRuleset();
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private readonly Column column;
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[Cached(typeof(IReadOnlyList<Mod>))]
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@@ -13,6 +13,7 @@ namespace osu.Game.Rulesets.Osu.Tests.Editor
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{
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public partial class TestSceneHitCirclePlacementBlueprint : PlacementBlueprintTestScene
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{
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protected sealed override Ruleset CreateRuleset() => new OsuRuleset();
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protected override DrawableHitObject CreateHitObject(HitObject hitObject) => new DrawableHitCircle((HitCircle)hitObject);
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protected override HitObjectPlacementBlueprint CreateBlueprint() => new HitCirclePlacementBlueprint();
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}
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@@ -23,6 +23,8 @@ namespace osu.Game.Rulesets.Osu.Tests.Editor
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{
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public partial class TestSceneSliderPlacementBlueprint : PlacementBlueprintTestScene
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{
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protected sealed override Ruleset CreateRuleset() => new OsuRuleset();
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[SetUp]
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public void Setup() => Schedule(() =>
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{
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@@ -13,6 +13,8 @@ namespace osu.Game.Rulesets.Osu.Tests.Editor
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{
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public partial class TestSceneSpinnerPlacementBlueprint : PlacementBlueprintTestScene
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{
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protected sealed override Ruleset CreateRuleset() => new OsuRuleset();
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protected override DrawableHitObject CreateHitObject(HitObject hitObject) => new DrawableSpinner((Spinner)hitObject);
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protected override HitObjectPlacementBlueprint CreateBlueprint() => new SpinnerPlacementBlueprint();
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@@ -51,7 +51,9 @@ namespace osu.Game.Tests.Visual
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protected virtual IBeatmap GetPlayableBeatmap()
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{
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var playable = Beatmap.Value.GetPlayableBeatmap(Beatmap.Value.BeatmapInfo.Ruleset);
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var rulesetInfo = CreateRuleset()!.RulesetInfo;
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var playable = Beatmap.Value.GetPlayableBeatmap(rulesetInfo);
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playable.BeatmapInfo.Ruleset = rulesetInfo;
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playable.Difficulty.CircleSize = 2;
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return playable;
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}
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