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Move HasPassed/HasFailed into GameplayState
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502e6af008
commit
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@ -45,7 +45,7 @@ namespace osu.Game.Rulesets.Taiko.Tests
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Player.ScoreProcessor.NewJudgement += b => judged = true;
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});
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AddUntilStep("swell judged", () => judged);
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AddAssert("failed", () => Player.HasFailed);
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AddAssert("failed", () => Player.GameplayState.HasFailed);
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}
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}
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}
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@ -29,7 +29,7 @@ namespace osu.Game.Tests.Visual.Gameplay
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protected override void AddCheckSteps()
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{
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AddUntilStep("wait for fail", () => Player.HasFailed);
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AddUntilStep("wait for fail", () => Player.GameplayState.HasFailed);
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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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@ -21,7 +21,7 @@ namespace osu.Game.Tests.Visual.Gameplay
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protected override void AddCheckSteps()
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{
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AddUntilStep("wait for fail", () => Player.HasFailed);
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AddUntilStep("wait for fail", () => Player.GameplayState.HasFailed);
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AddUntilStep("wait for multiple judgements", () => ((FailPlayer)Player).ScoreProcessor.JudgedHits > 1);
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AddAssert("total number of results == 1", () =>
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{
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@ -185,7 +185,7 @@ namespace osu.Game.Tests.Visual.Gameplay
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[Test]
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public void TestPauseAfterFail()
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{
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AddUntilStep("wait for fail", () => Player.HasFailed);
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AddUntilStep("wait for fail", () => Player.GameplayState.HasFailed);
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AddUntilStep("fail overlay shown", () => Player.FailOverlayVisible);
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confirmClockRunning(false);
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@ -201,7 +201,7 @@ namespace osu.Game.Tests.Visual.Gameplay
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[Test]
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public void TestExitFromFailedGameplayAfterFailAnimation()
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{
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AddUntilStep("wait for fail", () => Player.HasFailed);
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AddUntilStep("wait for fail", () => Player.GameplayState.HasFailed);
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AddUntilStep("wait for fail overlay shown", () => Player.FailOverlayVisible);
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confirmClockRunning(false);
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@ -213,7 +213,7 @@ namespace osu.Game.Tests.Visual.Gameplay
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[Test]
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public void TestExitFromFailedGameplayDuringFailAnimation()
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{
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AddUntilStep("wait for fail", () => Player.HasFailed);
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AddUntilStep("wait for fail", () => Player.GameplayState.HasFailed);
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// will finish the fail animation and show the fail/pause screen.
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AddStep("attempt exit via pause key", () => Player.ExitViaPause());
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@ -227,7 +227,7 @@ namespace osu.Game.Tests.Visual.Gameplay
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[Test]
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public void TestQuickRetryFromFailedGameplay()
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{
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AddUntilStep("wait for fail", () => Player.HasFailed);
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AddUntilStep("wait for fail", () => Player.GameplayState.HasFailed);
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AddStep("quick retry", () => Player.GameplayClockContainer.ChildrenOfType<HotkeyRetryOverlay>().First().Action?.Invoke());
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confirmExited();
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@ -236,7 +236,7 @@ namespace osu.Game.Tests.Visual.Gameplay
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[Test]
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public void TestQuickExitFromFailedGameplay()
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{
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AddUntilStep("wait for fail", () => Player.HasFailed);
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AddUntilStep("wait for fail", () => Player.GameplayState.HasFailed);
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AddStep("quick exit", () => Player.GameplayClockContainer.ChildrenOfType<HotkeyExitOverlay>().First().Action?.Invoke());
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confirmExited();
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@ -341,7 +341,7 @@ namespace osu.Game.Tests.Visual.Gameplay
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{
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confirmClockRunning(false);
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confirmNotExited();
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AddAssert("player not failed", () => !Player.HasFailed);
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AddAssert("player not failed", () => !Player.GameplayState.HasFailed);
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AddAssert("pause overlay shown", () => Player.PauseOverlayVisible);
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}
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@ -159,7 +159,7 @@ namespace osu.Game.Tests.Visual.Gameplay
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AddUntilStep("wait for token request", () => Player.TokenCreationRequested);
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AddUntilStep("wait for fail", () => Player.HasFailed);
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AddUntilStep("wait for fail", () => Player.GameplayState.HasFailed);
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AddStep("exit", () => Player.Exit());
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AddAssert("ensure no submission", () => Player.SubmittedScore == null);
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@ -176,7 +176,7 @@ namespace osu.Game.Tests.Visual.Gameplay
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addFakeHit();
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AddUntilStep("wait for fail", () => Player.HasFailed);
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AddUntilStep("wait for fail", () => Player.GameplayState.HasFailed);
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AddStep("exit", () => Player.Exit());
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AddAssert("ensure failing submission", () => Player.SubmittedScore?.ScoreInfo.Passed == false);
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@ -96,7 +96,7 @@ namespace osu.Game.Tests.Visual.Gameplay
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AddStep("set storyboard duration to 0.6s", () => currentStoryboardDuration = 600);
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});
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AddUntilStep("wait for fail", () => Player.HasFailed);
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AddUntilStep("wait for fail", () => Player.GameplayState.HasFailed);
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AddUntilStep("storyboard ends", () => Player.GameplayClockContainer.GameplayClock.CurrentTime >= currentStoryboardDuration);
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AddUntilStep("wait for fail overlay", () => Player.FailOverlay.State.Value == Visibility.Visible);
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}
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@ -209,7 +209,7 @@ namespace osu.Game.Tests.Visual.Navigation
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return (player = Game.ScreenStack.CurrentScreen as Player) != null;
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});
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AddUntilStep("wait for fail", () => player.HasFailed);
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AddUntilStep("wait for fail", () => player.GameplayState.HasFailed);
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AddUntilStep("wait for track stop", () => !Game.MusicController.IsPlaying);
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AddAssert("Ensure time before preview point", () => Game.MusicController.CurrentTrack.CurrentTime < beatmap().BeatmapInfo.Metadata.PreviewTime);
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@ -9,7 +9,7 @@ namespace osu.Game.Screens.OnlinePlay.Multiplayer
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{
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public class MultiplayerPlayerLoader : PlayerLoader
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{
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public bool GameplayPassed => player?.GameplayPassed == true;
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public bool GameplayPassed => player?.GameplayState.HasPassed == true;
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private Player player;
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@ -39,6 +39,16 @@ namespace osu.Game.Screens.Play
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/// </summary>
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public readonly Score Score;
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/// <summary>
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/// Whether gameplay completed without the user failing.
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/// </summary>
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public bool HasPassed { get; set; }
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/// <summary>
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/// Whether the user failed during gameplay.
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/// </summary>
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public bool HasFailed { get; set; }
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/// <summary>
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/// A bindable tracking the last judgement result applied to any hit object.
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/// </summary>
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@ -72,15 +72,8 @@ namespace osu.Game.Screens.Play
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/// </summary>
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protected virtual bool PauseOnFocusLost => true;
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/// <summary>
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/// Whether gameplay has completed without the user having failed.
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/// </summary>
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public bool GameplayPassed { get; private set; }
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public Action RestartRequested;
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public bool HasFailed { get; private set; }
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private Bindable<bool> mouseWheelDisabled;
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private readonly Bindable<bool> storyboardReplacesBackground = new Bindable<bool>();
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@ -559,7 +552,7 @@ namespace osu.Game.Screens.Play
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if (showDialogFirst && !pauseOrFailDialogVisible)
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{
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// if the fail animation is currently in progress, accelerate it (it will show the pause dialog on completion).
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if (ValidForResume && HasFailed)
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if (ValidForResume && GameplayState.HasFailed)
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{
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failAnimationLayer.FinishTransforms(true);
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return;
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@ -678,7 +671,7 @@ namespace osu.Game.Screens.Play
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resultsDisplayDelegate?.Cancel();
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resultsDisplayDelegate = null;
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GameplayPassed = false;
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GameplayState.HasPassed = false;
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ValidForResume = true;
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skipOutroOverlay.Hide();
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return;
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@ -688,7 +681,7 @@ namespace osu.Game.Screens.Play
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if (HealthProcessor.HasFailed)
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return;
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GameplayPassed = true;
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GameplayState.HasPassed = true;
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// Setting this early in the process means that even if something were to go wrong in the order of events following, there
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// is no chance that a user could return to the (already completed) Player instance from a child screen.
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@ -804,7 +797,7 @@ namespace osu.Game.Screens.Play
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if (!CheckModsAllowFailure())
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return false;
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HasFailed = true;
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GameplayState.HasFailed = true;
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Score.ScoreInfo.Passed = false;
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// There is a chance that we could be in a paused state as the ruleset's internal clock (see FrameStabilityContainer)
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@ -859,13 +852,13 @@ namespace osu.Game.Screens.Play
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// replays cannot be paused and exit immediately
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&& !DrawableRuleset.HasReplayLoaded.Value
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// cannot pause if we are already in a fail state
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&& !HasFailed;
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&& !GameplayState.HasFailed;
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private bool canResume =>
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// cannot resume from a non-paused state
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GameplayClockContainer.IsPaused.Value
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// cannot resume if we are already in a fail state
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&& !HasFailed
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&& !GameplayState.HasFailed
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// already resuming
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&& !IsResuming;
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