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osu-lazer/osu.Game.Tests/Visual/Gameplay/TestSceneSkinnableHealthDisplay.cs
2023-11-12 07:42:41 +09:00

67 lines
2.4 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 NUnit.Framework;
using osu.Framework.Allocation;
using osu.Framework.Graphics;
using osu.Framework.Testing;
using osu.Game.Rulesets.Judgements;
using osu.Game.Rulesets.Objects;
using osu.Game.Rulesets.Osu.Judgements;
using osu.Game.Rulesets.Osu.Objects;
using osu.Game.Rulesets.Scoring;
using osu.Game.Screens.Play.HUD;
using osu.Game.Skinning;
using osuTK;
namespace osu.Game.Tests.Visual.Gameplay
{
public partial class TestSceneSkinnableHealthDisplay : SkinnableHUDComponentTestScene
{
[Cached(typeof(HealthProcessor))]
private HealthProcessor healthProcessor = new DrainingHealthProcessor(0);
protected override Drawable CreateArgonImplementation() => new ArgonHealthDisplay { Scale = new Vector2(0.6f), Width = 1f };
protected override Drawable CreateDefaultImplementation() => new DefaultHealthDisplay { Scale = new Vector2(0.6f) };
protected override Drawable CreateLegacyImplementation() => new LegacyHealthDisplay { Scale = new Vector2(0.6f) };
[SetUpSteps]
public void SetUpSteps()
{
AddStep(@"Reset all", delegate
{
healthProcessor.Health.Value = 1;
healthProcessor.Failed += () => false; // health won't be updated if the processor gets into a "fail" state.
});
}
[Test]
public void TestHealthDisplayIncrementing()
{
AddRepeatStep("apply miss judgement", delegate
{
healthProcessor.ApplyResult(new JudgementResult(new HitObject(), new Judgement()) { Type = HitResult.Miss });
}, 5);
AddRepeatStep(@"decrease hp slightly", delegate
{
healthProcessor.Health.Value -= 0.01f;
}, 10);
AddRepeatStep(@"increase hp without flash", delegate
{
healthProcessor.Health.Value += 0.1f;
}, 3);
AddRepeatStep(@"increase hp with flash", delegate
{
healthProcessor.Health.Value += 0.1f;
healthProcessor.ApplyResult(new JudgementResult(new HitCircle(), new OsuJudgement())
{
Type = HitResult.Perfect
});
}, 3);
}
}
}