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osu-lazer/osu.Game.Tests/Visual/Gameplay/TestSceneFailingLayer.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 NUnit.Framework;
using osu.Framework.Allocation;
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using osu.Framework.Bindables;
using osu.Framework.Testing;
using osu.Game.Configuration;
using osu.Game.Rulesets.Scoring;
using osu.Game.Screens.Play.HUD;
namespace osu.Game.Tests.Visual.Gameplay
{
public class TestSceneFailingLayer : OsuTestScene
{
private FailingLayer layer;
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private readonly Bindable<bool> showHealth = new Bindable<bool>();
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[Resolved]
private OsuConfigManager config { get; set; }
[SetUpSteps]
public void SetUpSteps()
{
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AddStep("create layer", () =>
{
Child = layer = new FailingLayer();
layer.BindHealthProcessor(new DrainingHealthProcessor(1));
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layer.ShowHealth.BindTo(showHealth);
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});
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AddStep("show health", () => showHealth.Value = true);
AddStep("enable layer", () => config.Set(OsuSetting.FadePlayfieldWhenHealthLow, true));
AddUntilStep("layer is visible", () => layer.IsPresent);
}
[Test]
public void TestLayerFading()
{
AddSliderStep("current health", 0.0, 1.0, 1.0, val =>
{
if (layer != null)
layer.Current.Value = val;
});
AddStep("set health to 0.10", () => layer.Current.Value = 0.1);
AddUntilStep("layer fade is visible", () => layer.Child.Alpha > 0.1f);
AddStep("set health to 1", () => layer.Current.Value = 1f);
AddUntilStep("layer fade is invisible", () => !layer.Child.IsPresent);
}
[Test]
public void TestLayerDisabledViaConfig()
{
AddStep("disable layer", () => config.Set(OsuSetting.FadePlayfieldWhenHealthLow, false));
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AddStep("set health to 0.10", () => layer.Current.Value = 0.1);
AddUntilStep("layer is not visible", () => !layer.IsPresent);
}
[Test]
public void TestLayerVisibilityWithAccumulatingProcessor()
{
AddStep("bind accumulating processor", () => layer.BindHealthProcessor(new AccumulatingHealthProcessor(1)));
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AddStep("set health to 0.10", () => layer.Current.Value = 0.1);
AddUntilStep("layer is not visible", () => !layer.IsPresent);
}
[Test]
public void TestLayerVisibilityWithDrainingProcessor()
{
AddStep("bind accumulating processor", () => layer.BindHealthProcessor(new DrainingHealthProcessor(1)));
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AddStep("set health to 0.10", () => layer.Current.Value = 0.1);
AddWaitStep("wait for potential fade", 10);
AddAssert("layer is still visible", () => layer.IsPresent);
}
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[Test]
public void TestLayerVisibilityWithDifferentOptions()
{
AddStep("set health to 0.10", () => layer.Current.Value = 0.1);
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AddStep("don't show health", () => showHealth.Value = false);
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AddStep("disable FadePlayfieldWhenHealthLow", () => config.Set(OsuSetting.FadePlayfieldWhenHealthLow, false));
AddUntilStep("layer fade is invisible", () => !layer.IsPresent);
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AddStep("don't show health", () => showHealth.Value = false);
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AddStep("enable FadePlayfieldWhenHealthLow", () => config.Set(OsuSetting.FadePlayfieldWhenHealthLow, true));
AddUntilStep("layer fade is invisible", () => !layer.IsPresent);
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AddStep("show health", () => showHealth.Value = true);
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AddStep("disable FadePlayfieldWhenHealthLow", () => config.Set(OsuSetting.FadePlayfieldWhenHealthLow, false));
AddUntilStep("layer fade is invisible", () => !layer.IsPresent);
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AddStep("show health", () => showHealth.Value = true);
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AddStep("enable FadePlayfieldWhenHealthLow", () => config.Set(OsuSetting.FadePlayfieldWhenHealthLow, true));
AddUntilStep("layer fade is visible", () => layer.IsPresent);
}
}
}