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Fix hold note input test

Not sure why this was checking visibility. If it needs to be tested, it
does not belong in an "Input" test.
This commit is contained in:
smoogipoo
2021-05-13 20:11:04 +09:00
Unverified
parent 0fa3027ab9
commit 1ae57a6105
@@ -5,13 +5,11 @@ using System.Collections.Generic;
using System.Linq;
using NUnit.Framework;
using osu.Framework.Screens;
using osu.Framework.Testing;
using osu.Game.Beatmaps;
using osu.Game.Beatmaps.ControlPoints;
using osu.Game.Replays;
using osu.Game.Rulesets.Judgements;
using osu.Game.Rulesets.Mania.Objects;
using osu.Game.Rulesets.Mania.Objects.Drawables;
using osu.Game.Rulesets.Mania.Replays;
using osu.Game.Rulesets.Mania.Scoring;
using osu.Game.Rulesets.Objects;
@@ -414,13 +412,6 @@ namespace osu.Game.Rulesets.Mania.Tests
AddUntilStep("Beatmap at 0", () => Beatmap.Value.Track.CurrentTime == 0);
AddUntilStep("Wait until player is loaded", () => currentPlayer.IsCurrentScreen());
AddUntilStep("wait for head", () => currentPlayer.GameplayClockContainer.GameplayClock.CurrentTime >= time_head);
AddAssert("head is visible",
() => currentPlayer.ChildrenOfType<DrawableHoldNote>()
.Single(note => note.HitObject == beatmap.HitObjects[0])
.Head
.Alpha == 1);
AddUntilStep("Wait for completion", () => currentPlayer.ScoreProcessor.HasCompleted.Value);
}