diff --git a/osu.Game.Tests/Visual/Navigation/TestSceneScreenNavigation.cs b/osu.Game.Tests/Visual/Navigation/TestSceneScreenNavigation.cs index aeb800f58a..ce437e7299 100644 --- a/osu.Game.Tests/Visual/Navigation/TestSceneScreenNavigation.cs +++ b/osu.Game.Tests/Visual/Navigation/TestSceneScreenNavigation.cs @@ -350,13 +350,13 @@ namespace osu.Game.Tests.Visual.Navigation // since most overlays use a scroll container that absorbs on mouse down NowPlayingOverlay nowPlayingOverlay = null; - AddStep("enter menu", () => InputManager.Key(Key.Enter)); + AddUntilStep("Wait for now playing load", () => (nowPlayingOverlay = Game.ChildrenOfType().FirstOrDefault()) != null); - AddStep("get and press now playing hotkey", () => - { - nowPlayingOverlay = Game.ChildrenOfType().Single(); - InputManager.Key(Key.F6); - }); + AddStep("enter menu", () => InputManager.Key(Key.Enter)); + AddUntilStep("toolbar displayed", () => Game.Toolbar.State.Value == Visibility.Visible); + + AddStep("open now playing", () => InputManager.Key(Key.F6)); + AddUntilStep("now playing is visible", () => nowPlayingOverlay.State.Value == Visibility.Visible); // drag tests @@ -417,7 +417,7 @@ namespace osu.Game.Tests.Visual.Navigation pushEscape(); // returns to osu! logo AddStep("Hold escape", () => InputManager.PressKey(Key.Escape)); - AddUntilStep("Wait for intro", () => Game.ScreenStack.CurrentScreen is IntroTriangles); + AddUntilStep("Wait for intro", () => Game.ScreenStack.CurrentScreen is IntroScreen); AddStep("Release escape", () => InputManager.ReleaseKey(Key.Escape)); AddUntilStep("Wait for game exit", () => Game.ScreenStack.CurrentScreen == null); AddStep("test dispose doesn't crash", () => Game.Dispose()); diff --git a/osu.Game/Tests/Visual/OsuGameTestScene.cs b/osu.Game/Tests/Visual/OsuGameTestScene.cs index c025cf85c7..77db697cb6 100644 --- a/osu.Game/Tests/Visual/OsuGameTestScene.cs +++ b/osu.Game/Tests/Visual/OsuGameTestScene.cs @@ -22,6 +22,7 @@ using osu.Game.Scoring; using osu.Game.Screens; using osu.Game.Screens.Menu; using osuTK.Graphics; +using IntroSequence = osu.Game.Configuration.IntroSequence; namespace osu.Game.Tests.Visual { @@ -126,7 +127,8 @@ namespace osu.Game.Tests.Visual public new Bindable> SelectedMods => base.SelectedMods; - // if we don't do this, when running under nUnit the version that gets populated is that of nUnit. + // if we don't apply these changes, when running under nUnit the version that gets populated is that of nUnit. + public override Version AssemblyVersion => new Version(0, 0); public override string Version => "test game"; protected override Loader CreateLoader() => new TestLoader(); @@ -142,6 +144,9 @@ namespace osu.Game.Tests.Visual protected override void LoadComplete() { base.LoadComplete(); + + LocalConfig.SetValue(OsuSetting.IntroSequence, IntroSequence.Circles); + API.Login("Rhythm Champion", "osu!"); Dependencies.Get().SetValue(Static.MutedAudioNotificationShownOnce, true);