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osu-lazer/osu.Game.Tests/Visual/Gameplay/TestSceneUnorderedBreaks.cs
2024-07-08 16:06:34 +03:00

71 lines
2.8 KiB
C#

// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
// See the LICENCE file in the repository root for full licence text.
using System.Linq;
using NUnit.Framework;
using osu.Framework.Allocation;
using osu.Framework.Audio;
using osu.Framework.Testing;
using osu.Framework.Timing;
using osu.Framework.Utils;
using osu.Game.Beatmaps;
using osu.Game.Beatmaps.Timing;
using osu.Game.Rulesets;
using osu.Game.Rulesets.Osu.Beatmaps;
using osu.Game.Rulesets.Osu.Objects;
using osu.Game.Screens.Play;
using osu.Game.Storyboards;
namespace osu.Game.Tests.Visual.Gameplay
{
public partial class TestSceneUnorderedBreaks : OsuPlayerTestScene
{
[Resolved]
private AudioManager audioManager { get; set; } = null!;
protected override IBeatmap CreateBeatmap(RulesetInfo ruleset)
{
var beatmap = new OsuBeatmap();
beatmap.HitObjects.Add(new HitCircle { StartTime = 0 });
beatmap.HitObjects.Add(new HitCircle { StartTime = 5000 });
beatmap.HitObjects.Add(new HitCircle { StartTime = 10000 });
beatmap.Breaks.Add(new BreakPeriod(6000, 9000));
beatmap.Breaks.Add(new BreakPeriod(1000, 4000));
return beatmap;
}
protected override WorkingBeatmap CreateWorkingBeatmap(IBeatmap beatmap, Storyboard? storyboard = null) =>
new ClockBackedTestWorkingBeatmap(beatmap, storyboard, new FramedClock(new ManualClock { Rate = 1 }), audioManager);
[SetUpSteps]
public override void SetUpSteps()
{
base.SetUpSteps();
AddUntilStep("wait for track to start running", () => Beatmap.Value.Track.IsRunning);
}
[Test]
public void TestBreakOverlayVisibility()
{
AddAssert("break overlay hidden", () => !this.ChildrenOfType<BreakOverlay>().Single().Child.IsPresent);
addSeekStep(2000);
AddUntilStep("break overlay visible", () => this.ChildrenOfType<BreakOverlay>().Single().Child.IsPresent);
addSeekStep(5000);
AddAssert("break overlay hidden", () => !this.ChildrenOfType<BreakOverlay>().Single().Child.IsPresent);
addSeekStep(7000);
AddUntilStep("break overlay visible", () => this.ChildrenOfType<BreakOverlay>().Single().Child.IsPresent);
addSeekStep(10000);
AddAssert("break overlay hidden", () => !this.ChildrenOfType<BreakOverlay>().Single().Child.IsPresent);
}
private void addSeekStep(double time)
{
AddStep($"seek to {time}", () => Beatmap.Value.Track.Seek(time));
// Allow a few frames of lenience
AddUntilStep("wait for seek to finish", () => Precision.AlmostEquals(time, Player.DrawableRuleset.FrameStableClock.CurrentTime, 100));
}
}
}