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Final test touch-ups
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@ -9,6 +9,7 @@ using NUnit.Framework;
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using osu.Framework.Allocation;
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using osu.Framework.Bindables;
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using osu.Framework.Extensions.IEnumerableExtensions;
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using osu.Framework.Graphics;
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using osu.Framework.Testing;
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using osu.Game.Beatmaps;
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using osu.Game.Beatmaps.ControlPoints;
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@ -65,7 +66,7 @@ namespace osu.Game.Rulesets.Taiko.Tests.Skinning
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[Test]
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public void TestInitialState()
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{
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AddStep("create mascot", () => SetContents(() => new DrawableTaikoMascot()));
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AddStep("create mascot", () => SetContents(() => new DrawableTaikoMascot { RelativeSizeAxes = Axes.Both }));
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AddAssert("mascot initially idle", () => allMascotsIn(TaikoMascotAnimationState.Idle));
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}
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@ -83,13 +84,13 @@ namespace osu.Game.Rulesets.Taiko.Tests.Skinning
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{
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var state = new Bindable<TaikoMascotAnimationState>(TaikoMascotAnimationState.Clear);
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states.Add(state);
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return new DrawableTaikoMascot { State = { BindTarget = state } };
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return new DrawableTaikoMascot { State = { BindTarget = state }, RelativeSizeAxes = Axes.Both };
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}));
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AddStep("set clear state", () => states.ForEach(state => state.Value = TaikoMascotAnimationState.Clear));
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AddStep("miss", () => mascots.ForEach(mascot => mascot.OnNewResult(new JudgementResult(new Hit(), new TaikoJudgement()) { Type = HitResult.Miss })));
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AddAssert("skins with animations remain in clear state", () => mascots.Any(mascot => mascot.State.Value == TaikoMascotAnimationState.Clear));
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AddUntilStep("state reverts to fail", () => someMascotsIn(TaikoMascotAnimationState.Fail));
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AddAssert("skins with animations remain in clear state", () => someMascotsIn(TaikoMascotAnimationState.Clear));
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AddUntilStep("state reverts to fail", () => allMascotsIn(TaikoMascotAnimationState.Fail));
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AddStep("set clear state again", () => states.ForEach(state => state.Value = TaikoMascotAnimationState.Clear));
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AddAssert("skins with animations change to clear", () => someMascotsIn(TaikoMascotAnimationState.Clear));
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