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mirror of https://github.com/ppy/osu.git synced 2024-09-21 14:47:25 +08:00

Rename method to be more specific and standardise setBeatmap calls

This commit is contained in:
Dean Herbert 2022-08-17 23:03:39 +09:00
parent 553ae4781f
commit d40d09a544

View File

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