// Copyright (c) ppy Pty Ltd . Licensed under the MIT Licence. // See the LICENCE file in the repository root for full licence text. using System; using NUnit.Framework; using osu.Framework.Graphics.Containers; using osu.Game.Configuration; using osu.Game.Rulesets; using osu.Game.Rulesets.Mods; using osu.Game.Screens.Play; namespace osu.Game.Tests.Visual.Gameplay { public partial class TestSceneFailAnimation : TestSceneAllRulesetPlayers { protected override Player CreatePlayer(Ruleset ruleset) { SelectedMods.Value = Array.Empty(); return new FailPlayer(); } [Test] public void TestOsuWithoutRedTint() { AddStep("Disable red tint", () => Config.SetValue(OsuSetting.FadePlayfieldWhenHealthLow, false)); TestOsu(); AddStep("Enable red tint", () => Config.SetValue(OsuSetting.FadePlayfieldWhenHealthLow, true)); } protected override void AddCheckSteps() { AddUntilStep("wait for fail", () => Player.GameplayState.HasFailed); AddUntilStep("wait for fail overlay", () => ((FailPlayer)Player).FailOverlay.State.Value == Visibility.Visible); // The pause screen and fail animation both ramp frequency. // This tests to ensure that it doesn't reset during that handoff. AddAssert("frequency only ever decreased", () => !((FailPlayer)Player).FrequencyIncreased); } private partial class FailPlayer : TestPlayer { public new FailOverlay FailOverlay => base.FailOverlay; public bool FrequencyIncreased { get; private set; } public FailPlayer() : base(false, false) { } protected override void LoadComplete() { base.LoadComplete(); HealthProcessor.FailConditions += (_, _) => true; } private double lastFrequency = double.MaxValue; protected override void UpdateAfterChildren() { base.UpdateAfterChildren(); // This must be done in UpdateAfterChildren to allow the gameplay clock to have updated before checking values. double freq = Beatmap.Value.Track.AggregateFrequency.Value; FrequencyIncreased |= freq > lastFrequency; lastFrequency = freq; } } } }