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Add test coverage against frequency ramp increasing between fail animation and fail screen
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91a21152df
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@ -31,12 +31,18 @@ namespace osu.Game.Tests.Visual.Gameplay
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{
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{
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AddUntilStep("wait for fail", () => Player.HasFailed);
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AddUntilStep("wait for fail", () => Player.HasFailed);
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AddUntilStep("wait for fail overlay", () => ((FailPlayer)Player).FailOverlay.State.Value == Visibility.Visible);
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AddUntilStep("wait for fail overlay", () => ((FailPlayer)Player).FailOverlay.State.Value == Visibility.Visible);
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// The pause screen and fail animation both ramp frequency.
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// This tests to ensure that it doesn't reset during that handoff.
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AddAssert("frequency only ever decreased", () => !((FailPlayer)Player).FrequencyIncreased);
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}
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}
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private class FailPlayer : TestPlayer
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private class FailPlayer : TestPlayer
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{
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{
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public new FailOverlay FailOverlay => base.FailOverlay;
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public new FailOverlay FailOverlay => base.FailOverlay;
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public bool FrequencyIncreased { get; private set; }
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public FailPlayer()
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public FailPlayer()
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: base(false, false)
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: base(false, false)
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{
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{
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@ -47,6 +53,19 @@ namespace osu.Game.Tests.Visual.Gameplay
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base.LoadComplete();
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base.LoadComplete();
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HealthProcessor.FailConditions += (_, __) => true;
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HealthProcessor.FailConditions += (_, __) => true;
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}
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}
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private double lastFrequency = double.MaxValue;
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protected override void Update()
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{
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base.Update();
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double freq = Beatmap.Value.Track.AggregateFrequency.Value;
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FrequencyIncreased |= freq > lastFrequency;
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lastFrequency = freq;
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}
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}
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}
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}
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}
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}
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}
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