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Add failing test case
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@ -47,6 +47,11 @@ namespace osu.Game.Tests.Visual.Gameplay
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{
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Position = OsuPlayfield.BASE_SIZE / 2,
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StartTime = 5000,
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},
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new HitCircle
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{
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Position = OsuPlayfield.BASE_SIZE / 2,
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StartTime = 10000,
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}
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}
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};
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@ -281,6 +286,38 @@ namespace osu.Game.Tests.Visual.Gameplay
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AddAssert("button is released in kbc", () => !Player.DrawableRuleset.Playfield.FindClosestParent<OsuInputManager>()!.PressedActions.Any());
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}
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[Test]
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public void TestOsuRegisterInputFromPressingOrangeCursorButPressIsBlocked_PauseWhileHolding()
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{
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KeyCounter counter = null!;
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loadPlayer(() => new OsuRuleset());
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AddStep("get key counter", () => counter = this.ChildrenOfType<KeyCounter>().Single(k => k.Trigger is KeyCounterActionTrigger<OsuAction> actionTrigger && actionTrigger.Action == OsuAction.LeftButton));
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AddStep("press Z", () => InputManager.PressKey(Key.Z));
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AddAssert("circle hit", () => Player.ScoreProcessor.HighestCombo.Value, () => Is.EqualTo(1));
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AddStep("pause", () => Player.Pause());
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AddStep("release Z", () => InputManager.ReleaseKey(Key.Z));
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AddStep("resume", () => Player.Resume());
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AddStep("go to resume cursor", () => InputManager.MoveMouseTo(this.ChildrenOfType<OsuResumeOverlay.OsuClickToResumeCursor>().Single()));
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AddStep("press Z to resume", () => InputManager.PressKey(Key.Z));
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AddStep("release Z", () => InputManager.ReleaseKey(Key.Z));
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checkKey(() => counter, 1, false);
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seekTo(5000);
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AddStep("press Z", () => InputManager.PressKey(Key.Z));
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checkKey(() => counter, 2, true);
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AddAssert("circle hit", () => Player.ScoreProcessor.HighestCombo.Value, () => Is.EqualTo(2));
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AddStep("release Z", () => InputManager.ReleaseKey(Key.Z));
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checkKey(() => counter, 2, false);
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}
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private void loadPlayer(Func<Ruleset> createRuleset)
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{
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AddStep("set ruleset", () => currentRuleset = createRuleset());
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@ -288,12 +325,17 @@ namespace osu.Game.Tests.Visual.Gameplay
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AddUntilStep("player loaded", () => Player.IsLoaded && Player.Alpha == 1);
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AddUntilStep("wait for hud", () => Player.HUDOverlay.ChildrenOfType<SkinComponentsContainer>().All(s => s.ComponentsLoaded));
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AddStep("seek to gameplay", () => Player.GameplayClockContainer.Seek(0));
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AddUntilStep("wait for seek to finish", () => Player.DrawableRuleset.FrameStableClock.CurrentTime, () => Is.EqualTo(0).Within(500));
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seekTo(0);
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AddAssert("not in break", () => !Player.IsBreakTime.Value);
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AddStep("move cursor to center", () => InputManager.MoveMouseTo(Player.DrawableRuleset.Playfield));
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}
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private void seekTo(double time)
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{
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AddStep($"seek to {time}ms", () => Player.GameplayClockContainer.Seek(time));
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AddUntilStep("wait for seek to finish", () => Player.DrawableRuleset.FrameStableClock.CurrentTime, () => Is.EqualTo(time).Within(500));
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}
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private void checkKey(Func<KeyCounter> counter, int count, bool active)
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{
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AddAssert($"key count = {count}", () => counter().CountPresses.Value, () => Is.EqualTo(count));
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