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Rename method to be more specific and standardise setBeatmap
calls
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parent
553ae4781f
commit
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@ -63,6 +63,8 @@ namespace osu.Game.Rulesets.Taiko.Tests.Skinning
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[Test]
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[Test]
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public void TestInitialState()
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public void TestInitialState()
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{
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{
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AddStep("set beatmap", () => setBeatmap());
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AddStep("create mascot", () => SetContents(_ => new DrawableTaikoMascot { RelativeSizeAxes = Axes.Both }));
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AddStep("create mascot", () => SetContents(_ => new DrawableTaikoMascot { RelativeSizeAxes = Axes.Both }));
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AddAssert("mascot initially idle", () => allMascotsIn(TaikoMascotAnimationState.Idle));
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AddAssert("mascot initially idle", () => allMascotsIn(TaikoMascotAnimationState.Idle));
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@ -87,7 +89,7 @@ namespace osu.Game.Rulesets.Taiko.Tests.Skinning
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[Test]
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[Test]
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public void TestIdleState()
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public void TestIdleState()
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{
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{
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prepareTest(false);
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prepareDrawableRulesetAndBeatmap(false);
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assertStateAfterResult(new JudgementResult(new Hit(), new TaikoJudgement()) { Type = HitResult.Great }, TaikoMascotAnimationState.Idle);
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assertStateAfterResult(new JudgementResult(new Hit(), new TaikoJudgement()) { Type = HitResult.Great }, TaikoMascotAnimationState.Idle);
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assertStateAfterResult(new JudgementResult(new Hit.StrongNestedHit(), new TaikoStrongJudgement()) { Type = HitResult.IgnoreMiss }, TaikoMascotAnimationState.Idle);
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assertStateAfterResult(new JudgementResult(new Hit.StrongNestedHit(), new TaikoStrongJudgement()) { Type = HitResult.IgnoreMiss }, TaikoMascotAnimationState.Idle);
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@ -96,7 +98,7 @@ namespace osu.Game.Rulesets.Taiko.Tests.Skinning
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[Test]
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[Test]
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public void TestKiaiState()
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public void TestKiaiState()
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{
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{
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prepareTest(true);
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prepareDrawableRulesetAndBeatmap(true);
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assertStateAfterResult(new JudgementResult(new Hit(), new TaikoJudgement()) { Type = HitResult.Ok }, TaikoMascotAnimationState.Kiai);
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assertStateAfterResult(new JudgementResult(new Hit(), new TaikoJudgement()) { Type = HitResult.Ok }, TaikoMascotAnimationState.Kiai);
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assertStateAfterResult(new JudgementResult(new Hit(), new TaikoStrongJudgement()) { Type = HitResult.IgnoreMiss }, TaikoMascotAnimationState.Kiai);
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assertStateAfterResult(new JudgementResult(new Hit(), new TaikoStrongJudgement()) { Type = HitResult.IgnoreMiss }, TaikoMascotAnimationState.Kiai);
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@ -106,7 +108,7 @@ namespace osu.Game.Rulesets.Taiko.Tests.Skinning
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[Test]
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[Test]
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public void TestMissState()
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public void TestMissState()
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{
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{
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prepareTest(false);
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prepareDrawableRulesetAndBeatmap(false);
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assertStateAfterResult(new JudgementResult(new Hit(), new TaikoJudgement()) { Type = HitResult.Great }, TaikoMascotAnimationState.Idle);
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assertStateAfterResult(new JudgementResult(new Hit(), new TaikoJudgement()) { Type = HitResult.Great }, TaikoMascotAnimationState.Idle);
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assertStateAfterResult(new JudgementResult(new Hit(), new TaikoJudgement()) { Type = HitResult.Miss }, TaikoMascotAnimationState.Fail);
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assertStateAfterResult(new JudgementResult(new Hit(), new TaikoJudgement()) { Type = HitResult.Miss }, TaikoMascotAnimationState.Fail);
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@ -118,9 +120,7 @@ namespace osu.Game.Rulesets.Taiko.Tests.Skinning
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[TestCase(false)]
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[TestCase(false)]
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public void TestClearStateOnComboMilestone(bool kiai)
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public void TestClearStateOnComboMilestone(bool kiai)
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{
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{
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AddStep("set beatmap", () => setBeatmap(kiai));
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prepareDrawableRulesetAndBeatmap(kiai);
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prepareTest(kiai);
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AddRepeatStep("reach 49 combo", () => applyNewResult(new JudgementResult(new Hit(), new TaikoJudgement()) { Type = HitResult.Great }), 49);
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AddRepeatStep("reach 49 combo", () => applyNewResult(new JudgementResult(new Hit(), new TaikoJudgement()) { Type = HitResult.Great }), 49);
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@ -131,7 +131,7 @@ namespace osu.Game.Rulesets.Taiko.Tests.Skinning
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[TestCase(false, TaikoMascotAnimationState.Idle)]
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[TestCase(false, TaikoMascotAnimationState.Idle)]
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public void TestClearStateOnClearedSwell(bool kiai, TaikoMascotAnimationState expectedStateAfterClear)
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public void TestClearStateOnClearedSwell(bool kiai, TaikoMascotAnimationState expectedStateAfterClear)
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{
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{
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prepareTest(kiai);
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prepareDrawableRulesetAndBeatmap(kiai);
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assertStateAfterResult(new JudgementResult(new Swell(), new TaikoSwellJudgement()) { Type = HitResult.Great }, TaikoMascotAnimationState.Clear);
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assertStateAfterResult(new JudgementResult(new Swell(), new TaikoSwellJudgement()) { Type = HitResult.Great }, TaikoMascotAnimationState.Clear);
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AddUntilStep($"state reverts to {expectedStateAfterClear.ToString().ToLowerInvariant()}", () => allMascotsIn(expectedStateAfterClear));
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AddUntilStep($"state reverts to {expectedStateAfterClear.ToString().ToLowerInvariant()}", () => allMascotsIn(expectedStateAfterClear));
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@ -165,7 +165,7 @@ namespace osu.Game.Rulesets.Taiko.Tests.Skinning
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scoreProcessor.ApplyBeatmap(Beatmap.Value.Beatmap);
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scoreProcessor.ApplyBeatmap(Beatmap.Value.Beatmap);
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}
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}
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private void prepareTest(bool kiai)
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private void prepareDrawableRulesetAndBeatmap(bool kiai)
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{
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{
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AddStep("set beatmap", () => setBeatmap(kiai));
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AddStep("set beatmap", () => setBeatmap(kiai));
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