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osu-lazer/osu.Game.Tests/Visual/Gameplay/TestSceneReplay.cs
2023-06-26 19:27:42 +02:00

50 lines
1.8 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.
#nullable disable
using System;
using System.ComponentModel;
using System.Linq;
using osu.Game.Rulesets;
using osu.Game.Rulesets.Mods;
using osu.Game.Rulesets.Scoring;
using osu.Game.Scoring;
using osu.Game.Screens.Play;
namespace osu.Game.Tests.Visual.Gameplay
{
[Description("Player instantiated with a replay.")]
public partial class TestSceneReplay : TestSceneAllRulesetPlayers
{
protected override Player CreatePlayer(Ruleset ruleset)
{
var beatmap = Beatmap.Value.GetPlayableBeatmap(ruleset.RulesetInfo, Array.Empty<Mod>());
return new ScoreAccessibleReplayPlayer(ruleset.GetAutoplayMod()?.CreateScoreFromReplayData(beatmap, Array.Empty<Mod>()));
}
protected override void AddCheckSteps()
{
AddUntilStep("score above zero", () => ((ScoreAccessibleReplayPlayer)Player).ScoreProcessor.TotalScore.Value > 0);
AddUntilStep("key counter counted keys", () => ((ScoreAccessibleReplayPlayer)Player).HUDOverlay.InputCountController.Triggers.Any(kc => kc.ActivationCount.Value > 0));
AddAssert("cannot fail", () => !((ScoreAccessibleReplayPlayer)Player).AllowFail);
}
private partial class ScoreAccessibleReplayPlayer : ReplayPlayer
{
public new ScoreProcessor ScoreProcessor => base.ScoreProcessor;
public new HUDOverlay HUDOverlay => base.HUDOverlay;
public bool AllowFail => base.CheckModsAllowFailure();
protected override bool PauseOnFocusLost => false;
public ScoreAccessibleReplayPlayer(Score score)
: base(score)
{
}
}
}
}