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osu-lazer/osu.Game.Tests/Visual/Gameplay/TestSceneFailAnimation.cs

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// 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;
using NUnit.Framework;
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using osu.Framework.Graphics.Containers;
using osu.Game.Configuration;
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using osu.Game.Rulesets;
using osu.Game.Rulesets.Mods;
using osu.Game.Screens.Play;
namespace osu.Game.Tests.Visual.Gameplay
{
public partial class TestSceneFailAnimation : TestSceneAllRulesetPlayers
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{
protected override Player CreatePlayer(Ruleset ruleset)
{
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SelectedMods.Value = Array.Empty<Mod>();
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return new FailPlayer();
}
[Test]
public void TestOsuWithoutRedTint()
{
AddStep("Disable red tint", () => Config.SetValue(OsuSetting.FadePlayfieldWhenHealthLow, false));
TestOsu();
AddStep("Enable red tint", () => Config.SetValue(OsuSetting.FadePlayfieldWhenHealthLow, true));
}
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protected override void AddCheckSteps()
{
AddUntilStep("wait for fail", () => Player.GameplayState.HasFailed);
AddUntilStep("wait for fail overlay", () => ((FailPlayer)Player).FailOverlay.State.Value == Visibility.Visible);
// The pause screen and fail animation both ramp frequency.
// This tests to ensure that it doesn't reset during that handoff.
AddAssert("frequency only ever decreased", () => !((FailPlayer)Player).FrequencyIncreased);
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}
private partial class FailPlayer : TestPlayer
{
public new FailOverlay FailOverlay => base.FailOverlay;
public bool FrequencyIncreased { get; private set; }
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public FailPlayer()
: base(false, false)
{
}
protected override void LoadComplete()
{
base.LoadComplete();
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HealthProcessor.FailConditions += (_, _) => true;
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}
private double lastFrequency = double.MaxValue;
protected override void UpdateAfterChildren()
{
base.UpdateAfterChildren();
// This must be done in UpdateAfterChildren to allow the gameplay clock to have updated before checking values.
double freq = Beatmap.Value.Track.AggregateFrequency.Value;
FrequencyIncreased |= freq > lastFrequency;
lastFrequency = freq;
}
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}
}
}