Esempio n. 1
0
        private void loadSpectateScreen(bool waitForPlayerLoad = true, double?gameplayStartTime = null)
        {
            AddStep(!gameplayStartTime.HasValue ? "load screen" : $"load screen (start = {gameplayStartTime}ms)", () =>
            {
                Beatmap.Value = beatmapManager.GetWorkingBeatmap(importedBeatmap);
                Ruleset.Value = importedBeatmap.Ruleset;

                LoadScreen(spectatorScreen = new TestMultiSpectatorScreen(playingUsers.ToArray(), gameplayStartTime));
            });

            AddUntilStep("wait for screen load", () => spectatorScreen.LoadState == LoadState.Loaded && (!waitForPlayerLoad || spectatorScreen.AllPlayersLoaded));
        }
Esempio n. 2
0
        private void loadSpectateScreen(bool waitForPlayerLoad = true)
        {
            AddStep("load screen", () =>
            {
                Beatmap.Value = beatmapManager.GetWorkingBeatmap(importedBeatmap);
                Ruleset.Value = importedBeatmap.Ruleset;

                LoadScreen(spectatorScreen = new MultiSpectatorScreen(playingUsers.ToArray()));
            });

            AddUntilStep("wait for screen load", () => spectatorScreen.LoadState == LoadState.Loaded && (!waitForPlayerLoad || spectatorScreen.AllPlayersLoaded));
        }
        private void loadSpectateScreen(bool waitForPlayerLoad = true, Action <WorkingBeatmap> applyToBeatmap = null)
        {
            AddStep("load screen", () =>
            {
                Beatmap.Value = beatmapManager.GetWorkingBeatmap(importedBeatmap);
                Ruleset.Value = importedBeatmap.Ruleset;

                applyToBeatmap?.Invoke(Beatmap.Value);

                LoadScreen(spectatorScreen = new MultiSpectatorScreen(SelectedRoom.Value, playingUsers.ToArray()));
            });

            AddUntilStep("wait for screen load", () => spectatorScreen.LoadState == LoadState.Loaded && (!waitForPlayerLoad || spectatorScreen.AllPlayersLoaded));
        }