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Fix drain start time being weirdly incorrect
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parent
8e78cac058
commit
6c255a0572
@ -45,7 +45,7 @@ namespace osu.Game.Tests.Visual.Gameplay
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[Test]
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public void TestLayerFading()
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{
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create(new DrainingHealthProcessor(1));
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create(new DrainingHealthProcessor(0));
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AddSliderStep("current health", 0.0, 1.0, 1.0, val =>
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{
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@ -62,7 +62,7 @@ namespace osu.Game.Tests.Visual.Gameplay
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[Test]
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public void TestLayerDisabledViaConfig()
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{
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create(new DrainingHealthProcessor(1));
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create(new DrainingHealthProcessor(0));
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AddUntilStep("layer is visible", () => layer.IsPresent);
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AddStep("disable layer", () => config.SetValue(OsuSetting.FadePlayfieldWhenHealthLow, false));
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AddStep("set health to 0.10", () => layer.Current.Value = 0.1);
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@ -81,7 +81,7 @@ namespace osu.Game.Tests.Visual.Gameplay
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[Test]
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public void TestLayerVisibilityWithDrainingProcessor()
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{
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create(new DrainingHealthProcessor(1));
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create(new DrainingHealthProcessor(0));
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AddStep("set health to 0.10", () => layer.Current.Value = 0.1);
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AddWaitStep("wait for potential fade", 10);
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AddAssert("layer is still visible", () => layer.IsPresent);
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@ -90,7 +90,7 @@ namespace osu.Game.Tests.Visual.Gameplay
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[Test]
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public void TestLayerVisibilityWithDifferentOptions()
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{
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create(new DrainingHealthProcessor(1));
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create(new DrainingHealthProcessor(0));
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AddStep("set health to 0.10", () => layer.Current.Value = 0.1);
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@ -24,7 +24,7 @@ namespace osu.Game.Tests.Visual.Gameplay
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private ScoreProcessor scoreProcessor = new ScoreProcessor();
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[Cached(typeof(HealthProcessor))]
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private HealthProcessor healthProcessor = new DrainingHealthProcessor(1);
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private HealthProcessor healthProcessor = new DrainingHealthProcessor(0);
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// best way to check without exposing.
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private Drawable hideTarget => hudOverlay.KeyCounter;
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