mirror of
https://github.com/ppy/osu.git
synced 2024-12-14 10:12:54 +08:00
Fix storyboard outro during fail test not being lenient enough
This commit is contained in:
parent
6f79d29ba4
commit
26a1e40d24
@ -90,8 +90,12 @@ namespace osu.Game.Tests.Visual.Gameplay
|
||||
CreateTest(() =>
|
||||
{
|
||||
AddStep("fail on first judgement", () => currentFailConditions = (_, __) => true);
|
||||
AddStep("set storyboard duration to 1.3s", () => currentStoryboardDuration = 1300);
|
||||
|
||||
// Fail occurs at 164ms with the provided beatmap.
|
||||
// Fail animation runs for 2.5s realtime but the gameplay time change is *variable* due to the frequency transform being applied, so we need a bit of lenience.
|
||||
AddStep("set storyboard duration to 0.6s", () => currentStoryboardDuration = 600);
|
||||
});
|
||||
|
||||
AddUntilStep("wait for fail", () => Player.HasFailed);
|
||||
AddUntilStep("storyboard ends", () => Player.GameplayClockContainer.GameplayClock.CurrentTime >= currentStoryboardDuration);
|
||||
AddUntilStep("wait for fail overlay", () => Player.FailOverlay.State.Value == Visibility.Visible);
|
||||
|
@ -22,7 +22,7 @@ namespace osu.Game.Screens.Play
|
||||
{
|
||||
/// <summary>
|
||||
/// Manage the animation to be applied when a player fails.
|
||||
/// Single file; automatically disposed after use.
|
||||
/// Single use and automatically disposed after use.
|
||||
/// </summary>
|
||||
public class FailAnimation : CompositeDrawable
|
||||
{
|
||||
|
Loading…
Reference in New Issue
Block a user