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Update test expectations

This commit is contained in:
Dean Herbert 2023-06-20 21:02:34 +09:00
parent 04dad6c6e8
commit 92e89c7df7

View File

@ -18,6 +18,7 @@ using osu.Game.Rulesets.Objects.Drawables;
using osu.Game.Rulesets.Objects.Types;
using osu.Game.Rulesets.Osu;
using osu.Game.Rulesets.Osu.Objects;
using osu.Game.Rulesets.Scoring;
using osu.Game.Rulesets.UI;
using osu.Game.Storyboards;
using osuTK;
@ -62,25 +63,30 @@ namespace osu.Game.Tests.Visual.Gameplay
{
new HitCircle
{
HitWindows = new HitWindows(),
StartTime = t += spacing,
Samples = new[] { new HitSampleInfo(HitSampleInfo.HIT_NORMAL) }
},
new HitCircle
{
HitWindows = new HitWindows(),
StartTime = t += spacing,
Samples = new[] { new HitSampleInfo(HitSampleInfo.HIT_WHISTLE) }
},
new HitCircle
{
HitWindows = new HitWindows(),
StartTime = t += spacing,
Samples = new[] { new HitSampleInfo(HitSampleInfo.HIT_NORMAL, HitSampleInfo.BANK_SOFT) },
},
new HitCircle
{
HitWindows = new HitWindows(),
StartTime = t += spacing,
},
new Slider
{
HitWindows = new HitWindows(),
StartTime = t += spacing,
Path = new SliderPath(PathType.Linear, new[] { Vector2.Zero, Vector2.UnitY * 200 }),
Samples = new[] { new HitSampleInfo(HitSampleInfo.HIT_WHISTLE, HitSampleInfo.BANK_SOFT) },
@ -131,7 +137,12 @@ namespace osu.Game.Tests.Visual.Gameplay
AddAssert("first object hit", () => getNextAliveObject()?.Entry?.Result?.HasResult == true);
checkValidObjectIndex(1);
// next object is too far away, so we still use the already hit object.
checkValidObjectIndex(0);
// still too far away.
seekBeforeIndex(1, 400);
checkValidObjectIndex(0);
// Still object 1 as it's not hit yet.
seekBeforeIndex(1);
@ -168,9 +179,9 @@ namespace osu.Game.Tests.Visual.Gameplay
checkValidObjectIndex(4);
}
private void seekBeforeIndex(int index)
private void seekBeforeIndex(int index, double amount = 100)
{
AddStep($"seek to just before object {index}", () => Player.GameplayClockContainer.Seek(beatmap.HitObjects[index].StartTime - 100));
AddStep($"seek to {amount} ms before object {index}", () => Player.GameplayClockContainer.Seek(beatmap.HitObjects[index].StartTime - amount));
waitForCatchUp();
}