From 47b040b7d8888283497858e4be2734bc2a6c5341 Mon Sep 17 00:00:00 2001 From: =?UTF-8?q?Bart=C5=82omiej=20Dach?= Date: Wed, 29 Apr 2020 21:42:28 +0200 Subject: [PATCH] Cover strong hit miss exemption in tests --- .../Skinning/TestSceneDrawableTaikoMascot.cs | 21 +++++++++++-------- 1 file changed, 12 insertions(+), 9 deletions(-) diff --git a/osu.Game.Rulesets.Taiko.Tests/Skinning/TestSceneDrawableTaikoMascot.cs b/osu.Game.Rulesets.Taiko.Tests/Skinning/TestSceneDrawableTaikoMascot.cs index 28065c401c..81ea9c0755 100644 --- a/osu.Game.Rulesets.Taiko.Tests/Skinning/TestSceneDrawableTaikoMascot.cs +++ b/osu.Game.Rulesets.Taiko.Tests/Skinning/TestSceneDrawableTaikoMascot.cs @@ -64,11 +64,14 @@ namespace osu.Game.Rulesets.Taiko.Tests.Skinning }); }); - AddStep("new judgement (miss)", () => addJudgement(HitResult.Miss)); - AddUntilStep("wait for fail state", () => assertState(TaikoMascotAnimationState.Fail)); + AddStep("miss result for normal hit", () => addJudgement(HitResult.Miss, new TaikoJudgement())); + AddUntilStep("state is fail", () => assertState(TaikoMascotAnimationState.Fail)); - AddStep("new judgement (great)", () => addJudgement(HitResult.Great)); - AddUntilStep("wait for idle state", () => assertState(TaikoMascotAnimationState.Idle)); + AddStep("great result for normal hit", () => addJudgement(HitResult.Great, new TaikoJudgement())); + AddUntilStep("state is idle", () => assertState(TaikoMascotAnimationState.Idle)); + + AddStep("miss result for strong hit", () => addJudgement(HitResult.Miss, new TaikoStrongJudgement())); + AddAssert("state remains idle", () => assertState(TaikoMascotAnimationState.Idle)); } [Test] @@ -89,10 +92,10 @@ namespace osu.Game.Rulesets.Taiko.Tests.Skinning }); }); - AddUntilStep("wait for fail state", () => assertState(TaikoMascotAnimationState.Fail)); + AddUntilStep("state is fail", () => assertState(TaikoMascotAnimationState.Fail)); - AddStep("new judgement (great)", () => addJudgement(HitResult.Great)); - AddUntilStep("wait for kiai state", () => assertState(TaikoMascotAnimationState.Kiai)); + AddStep("great result for normal hit", () => addJudgement(HitResult.Great, new TaikoJudgement())); + AddUntilStep("state is kiai", () => assertState(TaikoMascotAnimationState.Kiai)); } private void setBeatmap(bool kiai = false) @@ -121,14 +124,14 @@ namespace osu.Game.Rulesets.Taiko.Tests.Skinning }); } - private void addJudgement(HitResult result) + private void addJudgement(HitResult result, Judgement judgement) { foreach (var playfield in playfields) { var hit = new DrawableTestHit(new Hit(), result); Add(hit); - playfield.OnNewResult(hit, new JudgementResult(hit.HitObject, new TaikoJudgement()) { Type = result }); + playfield.OnNewResult(hit, new JudgementResult(hit.HitObject, judgement) { Type = result }); } }