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Fix failing test by setting health on source of truth

This commit is contained in:
Dean Herbert 2024-01-10 23:09:43 +09:00
parent f912a1ba31
commit 49d13cda6b
No known key found for this signature in database
2 changed files with 12 additions and 10 deletions

View File

@ -22,6 +22,8 @@ namespace osu.Game.Tests.Visual.Gameplay
private readonly Bindable<bool> showHealth = new Bindable<bool>(); private readonly Bindable<bool> showHealth = new Bindable<bool>();
private HealthProcessor healthProcessor;
[Resolved] [Resolved]
private OsuConfigManager config { get; set; } private OsuConfigManager config { get; set; }
@ -29,7 +31,7 @@ namespace osu.Game.Tests.Visual.Gameplay
{ {
AddStep("create layer", () => AddStep("create layer", () =>
{ {
Child = new HealthProcessorContainer(healthProcessor) Child = new HealthProcessorContainer(this.healthProcessor = healthProcessor)
{ {
RelativeSizeAxes = Axes.Both, RelativeSizeAxes = Axes.Both,
Child = layer = new FailingLayer() Child = layer = new FailingLayer()
@ -50,12 +52,12 @@ namespace osu.Game.Tests.Visual.Gameplay
AddSliderStep("current health", 0.0, 1.0, 1.0, val => AddSliderStep("current health", 0.0, 1.0, 1.0, val =>
{ {
if (layer != null) if (layer != null)
layer.Current.Value = val; healthProcessor.Health.Value = val;
}); });
AddStep("set health to 0.10", () => layer.Current.Value = 0.1); AddStep("set health to 0.10", () => healthProcessor.Health.Value = 0.1);
AddUntilStep("layer fade is visible", () => layer.ChildrenOfType<Container>().First().Alpha > 0.1f); AddUntilStep("layer fade is visible", () => layer.ChildrenOfType<Container>().First().Alpha > 0.1f);
AddStep("set health to 1", () => layer.Current.Value = 1f); AddStep("set health to 1", () => healthProcessor.Health.Value = 1f);
AddUntilStep("layer fade is invisible", () => !layer.ChildrenOfType<Container>().First().IsPresent); AddUntilStep("layer fade is invisible", () => !layer.ChildrenOfType<Container>().First().IsPresent);
} }
@ -65,7 +67,7 @@ namespace osu.Game.Tests.Visual.Gameplay
create(new DrainingHealthProcessor(0)); create(new DrainingHealthProcessor(0));
AddUntilStep("layer is visible", () => layer.IsPresent); AddUntilStep("layer is visible", () => layer.IsPresent);
AddStep("disable layer", () => config.SetValue(OsuSetting.FadePlayfieldWhenHealthLow, false)); AddStep("disable layer", () => config.SetValue(OsuSetting.FadePlayfieldWhenHealthLow, false));
AddStep("set health to 0.10", () => layer.Current.Value = 0.1); AddStep("set health to 0.10", () => healthProcessor.Health.Value = 0.1);
AddUntilStep("layer is not visible", () => !layer.IsPresent); AddUntilStep("layer is not visible", () => !layer.IsPresent);
} }
@ -74,7 +76,7 @@ namespace osu.Game.Tests.Visual.Gameplay
{ {
create(new AccumulatingHealthProcessor(1)); create(new AccumulatingHealthProcessor(1));
AddUntilStep("layer is not visible", () => !layer.IsPresent); AddUntilStep("layer is not visible", () => !layer.IsPresent);
AddStep("set health to 0.10", () => layer.Current.Value = 0.1); AddStep("set health to 0.10", () => healthProcessor.Health.Value = 0.1);
AddUntilStep("layer is not visible", () => !layer.IsPresent); AddUntilStep("layer is not visible", () => !layer.IsPresent);
} }
@ -82,7 +84,7 @@ namespace osu.Game.Tests.Visual.Gameplay
public void TestLayerVisibilityWithDrainingProcessor() public void TestLayerVisibilityWithDrainingProcessor()
{ {
create(new DrainingHealthProcessor(0)); create(new DrainingHealthProcessor(0));
AddStep("set health to 0.10", () => layer.Current.Value = 0.1); AddStep("set health to 0.10", () => healthProcessor.Health.Value = 0.1);
AddWaitStep("wait for potential fade", 10); AddWaitStep("wait for potential fade", 10);
AddAssert("layer is still visible", () => layer.IsPresent); AddAssert("layer is still visible", () => layer.IsPresent);
} }
@ -92,7 +94,7 @@ namespace osu.Game.Tests.Visual.Gameplay
{ {
create(new DrainingHealthProcessor(0)); create(new DrainingHealthProcessor(0));
AddStep("set health to 0.10", () => layer.Current.Value = 0.1); AddStep("set health to 0.10", () => healthProcessor.Health.Value = 0.1);
AddStep("don't show health", () => showHealth.Value = false); AddStep("don't show health", () => showHealth.Value = false);
AddStep("disable FadePlayfieldWhenHealthLow", () => config.SetValue(OsuSetting.FadePlayfieldWhenHealthLow, false)); AddStep("disable FadePlayfieldWhenHealthLow", () => config.SetValue(OsuSetting.FadePlayfieldWhenHealthLow, false));

View File

@ -100,11 +100,11 @@ namespace osu.Game.Screens.Play.HUD
protected override void Update() protected override void Update()
{ {
base.Update();
double target = Math.Clamp(max_alpha * (1 - Current.Value / low_health_threshold), 0, max_alpha); double target = Math.Clamp(max_alpha * (1 - Current.Value / low_health_threshold), 0, max_alpha);
boxes.Alpha = (float)Interpolation.Lerp(boxes.Alpha, target, Clock.ElapsedFrameTime * 0.01f); boxes.Alpha = (float)Interpolation.Lerp(boxes.Alpha, target, Clock.ElapsedFrameTime * 0.01f);
base.Update();
} }
} }
} }