// Copyright (c) ppy Pty Ltd . Licensed under the MIT Licence. // See the LICENCE file in the repository root for full licence text. using System.Linq; using osu.Framework.Allocation; using osu.Framework.Testing; using osu.Game.Beatmaps; using osu.Game.Configuration; using osu.Game.Rulesets; using osu.Game.Rulesets.Mods; using osu.Game.Screens.Play; using osu.Game.Tests.Beatmaps; namespace osu.Game.Tests.Visual { public abstract class PlayerTestScene : RateAdjustedBeatmapTestScene { private readonly Ruleset ruleset; protected Player Player; protected PlayerTestScene(Ruleset ruleset) { this.ruleset = ruleset; } [BackgroundDependencyLoader] private void load() { OsuConfigManager manager; Dependencies.Cache(manager = new OsuConfigManager(LocalStorage)); manager.GetBindable(OsuSetting.DimLevel).Value = 1.0; } [SetUpSteps] public virtual void SetUpSteps() { AddStep(ruleset.RulesetInfo.Name, loadPlayer); AddUntilStep("player loaded", () => Player.IsLoaded && Player.Alpha == 1); } protected virtual IBeatmap CreateBeatmap(Ruleset ruleset) => new TestBeatmap(ruleset.RulesetInfo); protected virtual bool AllowFail => false; private void loadPlayer() { var beatmap = CreateBeatmap(ruleset); Beatmap.Value = new TestWorkingBeatmap(beatmap, Clock); if (!AllowFail) Mods.Value = new[] { ruleset.GetAllMods().First(m => m is ModNoFail) }; Player = CreatePlayer(ruleset); LoadScreen(Player); } protected virtual Player CreatePlayer(Ruleset ruleset) => new TestPlayer(false, false); } }