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Adjust test to pass
What I think was happening here is that the dump of the accuracy counter's state was happening too early. The component is loaded synchronously into the `ISerialisableDrawableContainer` before its default position is set via the "apply defaults" `ArgonSkin` flow - so the test needs to wait for that to take place first.
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@ -120,7 +120,7 @@ namespace osu.Game.Tests.Visual.Navigation
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string state = string.Empty;
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AddUntilStep("wait for accuracy counter", () => Game.ChildrenOfType<ArgonAccuracyCounter>().Any(counter => counter.IsLoaded));
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AddUntilStep("wait for accuracy counter", () => Game.ChildrenOfType<ArgonAccuracyCounter>().Any(counter => counter.Position != new Vector2()));
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AddStep("dump state of accuracy meter", () => state = JsonConvert.SerializeObject(Game.ChildrenOfType<ArgonAccuracyCounter>().First().CreateSerialisedInfo()));
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AddStep("add any component", () => Game.ChildrenOfType<SkinComponentToolbox.ToolboxComponentButton>().First().TriggerClick());
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AddStep("undo", () =>
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@ -157,7 +157,7 @@ namespace osu.Game.Tests.Visual.Navigation
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string state = string.Empty;
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AddUntilStep("wait for accuracy counter", () => Game.ChildrenOfType<ArgonAccuracyCounter>().Any(counter => counter.IsLoaded));
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AddUntilStep("wait for accuracy counter", () => Game.ChildrenOfType<ArgonAccuracyCounter>().Any(counter => counter.Position != new Vector2()));
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AddStep("dump state of accuracy meter", () => state = JsonConvert.SerializeObject(Game.ChildrenOfType<ArgonAccuracyCounter>().First().CreateSerialisedInfo()));
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AddStep("add any component", () => Game.ChildrenOfType<SkinComponentToolbox.ToolboxComponentButton>().First().TriggerClick());
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AddStep("undo", () =>
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