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a22c2eaadf
This is _very_ uninspired. Although there are proposals for how this could be displayed, I'm purposefully taking the easy path here to not lock into a particular behaviour for this mechanic. https://github.com/user-attachments/assets/e37a62ea-118a-4cbe-bcc1-2ba93f17972c
95 lines
3.5 KiB
C#
95 lines
3.5 KiB
C#
// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
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// See the LICENCE file in the repository root for full licence text.
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using NUnit.Framework;
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using osu.Framework.Bindables;
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using osu.Framework.Graphics;
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using osu.Framework.Utils;
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using osu.Game.Online.Rooms;
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using osu.Game.Online.API.Requests.Responses;
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using osu.Game.Screens.OnlinePlay.Matchmaking.RankedPlay;
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using osu.Game.Screens.OnlinePlay.Matchmaking.RankedPlay.Components;
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using osu.Game.Tests.Visual.Multiplayer;
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using osuTK;
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namespace osu.Game.Tests.Visual.RankedPlay
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{
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public partial class TestSceneRankedPlayUserDisplay : MultiplayerTestScene
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{
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private readonly BindableInt health = new BindableInt
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{
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MaxValue = 1_000_000,
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MinValue = 0,
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Value = 1_000_000,
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};
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public TestSceneRankedPlayUserDisplay()
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{
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AddSliderStep("health", 0, 1_000_000, 1_000_000, value => health.Value = value);
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}
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public override void SetUpSteps()
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{
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base.SetUpSteps();
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AddStep("join room", () => JoinRoom(CreateDefaultRoom(MatchType.RankedPlay)));
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WaitForJoined();
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AddStep("add display", () => Child = new RankedPlayUserDisplay(new APIUser { Id = 1001, Username = "User 1001" }, Anchor.BottomLeft, RankedPlayColourScheme.BLUE)
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{
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Anchor = Anchor.Centre,
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Origin = Anchor.Centre,
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Size = new Vector2(256, 72),
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Health = { BindTarget = health }
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});
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}
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[Test]
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public void TesUserDisplay()
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{
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AddStep("blue color scheme", () => Child = new RankedPlayUserDisplay(new APIUser { Id = 1001, Username = "User 1001" }, Anchor.BottomLeft, RankedPlayColourScheme.BLUE)
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{
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Anchor = Anchor.Centre,
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Origin = Anchor.Centre,
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Size = new Vector2(256, 72),
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Health = { BindTarget = health }
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});
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AddStep("red color scheme", () => Child = new RankedPlayUserDisplay(new APIUser { Id = 1001, Username = "User 1001" }, Anchor.BottomLeft, RankedPlayColourScheme.RED)
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{
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Anchor = Anchor.Centre,
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Origin = Anchor.Centre,
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Size = new Vector2(256, 72),
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Health = { BindTarget = health }
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});
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}
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[Test]
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public void TestBeatmapState()
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{
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float progress = 0;
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AddStep("set unavailable", () => MultiplayerClient.ChangeBeatmapAvailability(BeatmapAvailability.NotDownloaded()));
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AddStep("set downloading", () => MultiplayerClient.ChangeBeatmapAvailability(BeatmapAvailability.Downloading(progress = 0)));
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AddUntilStep("increment progress", () =>
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{
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progress += RNG.NextSingle(0.1f);
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MultiplayerClient.ChangeBeatmapAvailability(BeatmapAvailability.Downloading(progress));
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return progress >= 1;
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});
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AddStep("set to importing", () => MultiplayerClient.ChangeBeatmapAvailability(BeatmapAvailability.Importing()));
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AddStep("set to available", () => MultiplayerClient.ChangeBeatmapAvailability(BeatmapAvailability.LocallyAvailable()));
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}
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[Test]
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public void TestLastStand()
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{
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AddStep("active last stand", () =>
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{
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health.Value = 1_000_000;
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health.Value = 1;
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});
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}
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}
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}
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