From 05183c6e6fb1683bd6fa94021c7e69c2572cb8e8 Mon Sep 17 00:00:00 2001 From: =?UTF-8?q?Bart=C5=82omiej=20Dach?= Date: Fri, 1 May 2020 00:24:39 +0200 Subject: [PATCH] Final test touch-ups --- .../Skinning/TestSceneDrawableTaikoMascot.cs | 9 +++++---- 1 file changed, 5 insertions(+), 4 deletions(-) diff --git a/osu.Game.Rulesets.Taiko.Tests/Skinning/TestSceneDrawableTaikoMascot.cs b/osu.Game.Rulesets.Taiko.Tests/Skinning/TestSceneDrawableTaikoMascot.cs index aee057602a..492f628482 100644 --- a/osu.Game.Rulesets.Taiko.Tests/Skinning/TestSceneDrawableTaikoMascot.cs +++ b/osu.Game.Rulesets.Taiko.Tests/Skinning/TestSceneDrawableTaikoMascot.cs @@ -9,6 +9,7 @@ using NUnit.Framework; using osu.Framework.Allocation; using osu.Framework.Bindables; using osu.Framework.Extensions.IEnumerableExtensions; +using osu.Framework.Graphics; using osu.Framework.Testing; using osu.Game.Beatmaps; using osu.Game.Beatmaps.ControlPoints; @@ -65,7 +66,7 @@ namespace osu.Game.Rulesets.Taiko.Tests.Skinning [Test] public void TestInitialState() { - AddStep("create mascot", () => SetContents(() => new DrawableTaikoMascot())); + AddStep("create mascot", () => SetContents(() => new DrawableTaikoMascot { RelativeSizeAxes = Axes.Both })); AddAssert("mascot initially idle", () => allMascotsIn(TaikoMascotAnimationState.Idle)); } @@ -83,13 +84,13 @@ namespace osu.Game.Rulesets.Taiko.Tests.Skinning { var state = new Bindable(TaikoMascotAnimationState.Clear); states.Add(state); - return new DrawableTaikoMascot { State = { BindTarget = state } }; + return new DrawableTaikoMascot { State = { BindTarget = state }, RelativeSizeAxes = Axes.Both }; })); AddStep("set clear state", () => states.ForEach(state => state.Value = TaikoMascotAnimationState.Clear)); AddStep("miss", () => mascots.ForEach(mascot => mascot.OnNewResult(new JudgementResult(new Hit(), new TaikoJudgement()) { Type = HitResult.Miss }))); - AddAssert("skins with animations remain in clear state", () => mascots.Any(mascot => mascot.State.Value == TaikoMascotAnimationState.Clear)); - AddUntilStep("state reverts to fail", () => someMascotsIn(TaikoMascotAnimationState.Fail)); + AddAssert("skins with animations remain in clear state", () => someMascotsIn(TaikoMascotAnimationState.Clear)); + AddUntilStep("state reverts to fail", () => allMascotsIn(TaikoMascotAnimationState.Fail)); AddStep("set clear state again", () => states.ForEach(state => state.Value = TaikoMascotAnimationState.Clear)); AddAssert("skins with animations change to clear", () => someMascotsIn(TaikoMascotAnimationState.Clear));