// Copyright (c) ppy Pty Ltd . Licensed under the MIT Licence. // See the LICENCE file in the repository root for full licence text. using NUnit.Framework; using osu.Framework.Allocation; using osu.Framework.Bindables; using osu.Framework.Testing; using osu.Game.Configuration; using osu.Game.Rulesets.Scoring; using osu.Game.Screens.Play.HUD; namespace osu.Game.Tests.Visual.Gameplay { public class TestSceneFailingLayer : OsuTestScene { private FailingLayer layer; private readonly Bindable showHealth = new Bindable(); [Resolved] private OsuConfigManager config { get; set; } [SetUpSteps] public void SetUpSteps() { AddStep("create layer", () => { Child = layer = new FailingLayer(); layer.BindHealthProcessor(new DrainingHealthProcessor(1)); layer.ShowHealth.BindTo(showHealth); }); AddStep("show health", () => showHealth.Value = true); AddStep("enable layer", () => config.SetValue(OsuSetting.FadePlayfieldWhenHealthLow, true)); AddUntilStep("layer is visible", () => layer.IsPresent); } [Test] public void TestLayerFading() { AddSliderStep("current health", 0.0, 1.0, 1.0, val => { if (layer != null) layer.Current.Value = val; }); AddStep("set health to 0.10", () => layer.Current.Value = 0.1); AddUntilStep("layer fade is visible", () => layer.Child.Alpha > 0.1f); AddStep("set health to 1", () => layer.Current.Value = 1f); AddUntilStep("layer fade is invisible", () => !layer.Child.IsPresent); } [Test] public void TestLayerDisabledViaConfig() { AddStep("disable layer", () => config.SetValue(OsuSetting.FadePlayfieldWhenHealthLow, false)); AddStep("set health to 0.10", () => layer.Current.Value = 0.1); AddUntilStep("layer is not visible", () => !layer.IsPresent); } [Test] public void TestLayerVisibilityWithAccumulatingProcessor() { AddStep("bind accumulating processor", () => layer.BindHealthProcessor(new AccumulatingHealthProcessor(1))); AddStep("set health to 0.10", () => layer.Current.Value = 0.1); AddUntilStep("layer is not visible", () => !layer.IsPresent); } [Test] public void TestLayerVisibilityWithDrainingProcessor() { AddStep("bind accumulating processor", () => layer.BindHealthProcessor(new DrainingHealthProcessor(1))); AddStep("set health to 0.10", () => layer.Current.Value = 0.1); AddWaitStep("wait for potential fade", 10); AddAssert("layer is still visible", () => layer.IsPresent); } [Test] public void TestLayerVisibilityWithDifferentOptions() { AddStep("set health to 0.10", () => layer.Current.Value = 0.1); AddStep("don't show health", () => showHealth.Value = false); AddStep("disable FadePlayfieldWhenHealthLow", () => config.SetValue(OsuSetting.FadePlayfieldWhenHealthLow, false)); AddUntilStep("layer fade is invisible", () => !layer.IsPresent); AddStep("don't show health", () => showHealth.Value = false); AddStep("enable FadePlayfieldWhenHealthLow", () => config.SetValue(OsuSetting.FadePlayfieldWhenHealthLow, true)); AddUntilStep("layer fade is invisible", () => !layer.IsPresent); AddStep("show health", () => showHealth.Value = true); AddStep("disable FadePlayfieldWhenHealthLow", () => config.SetValue(OsuSetting.FadePlayfieldWhenHealthLow, false)); AddUntilStep("layer fade is invisible", () => !layer.IsPresent); AddStep("show health", () => showHealth.Value = true); AddStep("enable FadePlayfieldWhenHealthLow", () => config.SetValue(OsuSetting.FadePlayfieldWhenHealthLow, true)); AddUntilStep("layer fade is visible", () => layer.IsPresent); } } }