mirror of
https://github.com/ppy/osu.git
synced 2024-12-15 08:13:31 +08:00
58 lines
1.9 KiB
C#
58 lines
1.9 KiB
C#
|
// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
|
|||
|
// See the LICENCE file in the repository root for full licence text.
|
|||
|
|
|||
|
using System.Linq;
|
|||
|
using NUnit.Framework;
|
|||
|
using osu.Framework.Graphics;
|
|||
|
using osu.Framework.Testing;
|
|||
|
using osu.Game.Beatmaps;
|
|||
|
using osu.Game.Rulesets.Taiko.Skinning.Legacy;
|
|||
|
using osu.Game.Storyboards;
|
|||
|
using osu.Game.Tests.Visual;
|
|||
|
using osuTK;
|
|||
|
|
|||
|
namespace osu.Game.Rulesets.Taiko.Tests
|
|||
|
{
|
|||
|
public partial class TestSceneTaikoPlayerScroller : LegacySkinPlayerTestScene
|
|||
|
{
|
|||
|
private Storyboard? currentStoryboard;
|
|||
|
|
|||
|
protected override bool HasCustomSteps => true;
|
|||
|
|
|||
|
[Test]
|
|||
|
public void TestForegroundSpritesHidesScroller()
|
|||
|
{
|
|||
|
AddStep("load storyboard", () =>
|
|||
|
{
|
|||
|
currentStoryboard = new Storyboard();
|
|||
|
|
|||
|
for (int i = 0; i < 10; i++)
|
|||
|
currentStoryboard.GetLayer("Foreground").Add(new StoryboardSprite($"test{i}", Anchor.Centre, Vector2.Zero));
|
|||
|
});
|
|||
|
|
|||
|
CreateTest();
|
|||
|
AddAssert("taiko scroller not present", () => !this.ChildrenOfType<LegacyTaikoScroller>().Any());
|
|||
|
}
|
|||
|
|
|||
|
[Test]
|
|||
|
public void TestOverlaySpritesKeepsScroller()
|
|||
|
{
|
|||
|
AddStep("load storyboard", () =>
|
|||
|
{
|
|||
|
currentStoryboard = new Storyboard();
|
|||
|
|
|||
|
for (int i = 0; i < 10; i++)
|
|||
|
currentStoryboard.GetLayer("Overlay").Add(new StoryboardSprite($"test{i}", Anchor.Centre, Vector2.Zero));
|
|||
|
});
|
|||
|
|
|||
|
CreateTest();
|
|||
|
AddAssert("taiko scroller present", () => this.ChildrenOfType<LegacyTaikoScroller>().Single().IsPresent);
|
|||
|
}
|
|||
|
|
|||
|
protected override Ruleset CreatePlayerRuleset() => new TaikoRuleset();
|
|||
|
|
|||
|
protected override WorkingBeatmap CreateWorkingBeatmap(IBeatmap beatmap, Storyboard? storyboard = null)
|
|||
|
=> base.CreateWorkingBeatmap(beatmap, currentStoryboard ?? storyboard);
|
|||
|
}
|
|||
|
}
|