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Actually check for correct state of fade content in rewind test

This commit is contained in:
Dean Herbert 2021-05-05 17:49:33 +09:00
parent 1d4a8bc0ae
commit 3cc9bad979

View File

@ -2,6 +2,7 @@
// See the LICENCE file in the repository root for full licence text.
using System;
using System.Linq;
using System.Threading.Tasks;
using NUnit.Framework;
using osu.Framework.Graphics;
@ -119,9 +120,16 @@ namespace osu.Game.Tests.Visual.Gameplay
[Test]
public void TestStoryboardRewind()
{
SkipOverlay.FadeContainer fadeContainer() => Player.ChildrenOfType<SkipOverlay.FadeContainer>().First();
CreateTest(null);
AddUntilStep("completion set by processor", () => Player.ScoreProcessor.HasCompleted.Value);
AddUntilStep("skip overlay content becomes visible", () => fadeContainer().State == Visibility.Visible);
AddStep("rewind", () => Player.GameplayClockContainer.Seek(-1000));
AddUntilStep("skip overlay content not visible", () => fadeContainer().State == Visibility.Hidden);
AddUntilStep("skip overlay content becomes visible", () => fadeContainer().State == Visibility.Visible);
AddUntilStep("storyboard ends", () => Player.GameplayClockContainer.GameplayClock.CurrentTime >= currentStoryboardDuration);
}