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Seek track instead

This commit is contained in:
smoogipoo 2019-06-14 19:35:31 +09:00
parent f12caaf907
commit 4972f862e6

View File

@ -6,6 +6,7 @@ using System.Linq;
using NUnit.Framework;
using osu.Framework.Allocation;
using osu.Framework.Audio;
using osu.Framework.Audio.Track;
using osu.Framework.MathUtils;
using osu.Framework.Timing;
using osu.Game.Beatmaps;
@ -31,8 +32,14 @@ namespace osu.Game.Tests.Visual.Gameplay
{
}
private Track track;
protected override WorkingBeatmap CreateWorkingBeatmap(IBeatmap beatmap)
=> new ClockBackedTestWorkingBeatmap(beatmap, new FramedClock(new ManualClock { Rate = 1 }), audioManager);
{
var working = new ClockBackedTestWorkingBeatmap(beatmap, new FramedClock(new ManualClock { Rate = 1 }), audioManager);
track = working.Track;
return working;
}
[Test]
public void TestNotJudgementsOnRewind()
@ -47,7 +54,7 @@ namespace osu.Game.Tests.Visual.Gameplay
private void addSeekStep(double time)
{
AddStep($"seek to {time}", () => player.GameplayClockContainer.Seek(time));
AddStep($"seek to {time}", () => track.Seek(time));
// Allow a few frames of lenience
AddUntilStep("wait for seek to finish", () => Precision.AlmostEquals(time, player.DrawableRuleset.FrameStableClock.CurrentTime, 100));