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Final test touch-ups

This commit is contained in:
Bartłomiej Dach 2020-05-01 00:24:39 +02:00
parent 1e7b10320f
commit 05183c6e6f

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@ -9,6 +9,7 @@ using NUnit.Framework;
using osu.Framework.Allocation; using osu.Framework.Allocation;
using osu.Framework.Bindables; using osu.Framework.Bindables;
using osu.Framework.Extensions.IEnumerableExtensions; using osu.Framework.Extensions.IEnumerableExtensions;
using osu.Framework.Graphics;
using osu.Framework.Testing; using osu.Framework.Testing;
using osu.Game.Beatmaps; using osu.Game.Beatmaps;
using osu.Game.Beatmaps.ControlPoints; using osu.Game.Beatmaps.ControlPoints;
@ -65,7 +66,7 @@ namespace osu.Game.Rulesets.Taiko.Tests.Skinning
[Test] [Test]
public void TestInitialState() 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)); AddAssert("mascot initially idle", () => allMascotsIn(TaikoMascotAnimationState.Idle));
} }
@ -83,13 +84,13 @@ namespace osu.Game.Rulesets.Taiko.Tests.Skinning
{ {
var state = new Bindable<TaikoMascotAnimationState>(TaikoMascotAnimationState.Clear); var state = new Bindable<TaikoMascotAnimationState>(TaikoMascotAnimationState.Clear);
states.Add(state); 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("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 }))); 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)); AddAssert("skins with animations remain in clear state", () => someMascotsIn(TaikoMascotAnimationState.Clear));
AddUntilStep("state reverts to fail", () => someMascotsIn(TaikoMascotAnimationState.Fail)); AddUntilStep("state reverts to fail", () => allMascotsIn(TaikoMascotAnimationState.Fail));
AddStep("set clear state again", () => states.ForEach(state => state.Value = TaikoMascotAnimationState.Clear)); AddStep("set clear state again", () => states.ForEach(state => state.Value = TaikoMascotAnimationState.Clear));
AddAssert("skins with animations change to clear", () => someMascotsIn(TaikoMascotAnimationState.Clear)); AddAssert("skins with animations change to clear", () => someMascotsIn(TaikoMascotAnimationState.Clear));