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126 lines
3.8 KiB
C#
126 lines
3.8 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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#nullable disable
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using System;
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using System.Linq;
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using JetBrains.Annotations;
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using osu.Framework.Allocation;
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using osu.Framework.Logging;
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using osu.Framework.Testing;
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using osu.Game.Configuration;
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using osu.Game.Rulesets;
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using osu.Game.Rulesets.Mods;
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namespace osu.Game.Tests.Visual
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{
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public abstract partial class PlayerTestScene : RateAdjustedBeatmapTestScene
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{
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/// <summary>
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/// Whether custom test steps are provided. Custom tests should invoke <see cref="CreateTest"/> to create the test steps.
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/// </summary>
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protected virtual bool HasCustomSteps => false;
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protected TestPlayer Player;
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protected OsuConfigManager LocalConfig;
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private double lastReportedTime;
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protected override void Update()
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{
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base.Update();
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if (Player?.GameplayClockContainer != null)
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{
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int roundedTime = (int)Player.GameplayClockContainer.CurrentTime / 1000;
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if (roundedTime != lastReportedTime)
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{
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lastReportedTime = roundedTime;
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Logger.Log($"⏱️ Gameplay clock reached {lastReportedTime * 1000:N0} ms");
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}
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}
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}
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[BackgroundDependencyLoader]
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private void load()
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{
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Dependencies.Cache(LocalConfig = new OsuConfigManager(LocalStorage));
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LocalConfig.GetBindable<double>(OsuSetting.DimLevel).Value = 1.0;
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}
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[SetUpSteps]
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public override void SetUpSteps()
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{
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base.SetUpSteps();
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if (!HasCustomSteps)
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CreateTest();
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}
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protected void CreateTest([CanBeNull] Action action = null)
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{
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if (action != null && !HasCustomSteps)
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throw new InvalidOperationException($"Cannot add custom test steps without {nameof(HasCustomSteps)} being set.");
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action?.Invoke();
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AddStep($"Load player for {CreatePlayerRuleset().Description}", LoadPlayer);
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AddUntilStep("player loaded", () => Player.IsLoaded && Player.Alpha == 1);
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}
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protected virtual bool AllowFail => false;
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protected virtual bool Autoplay => false;
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protected void LoadPlayer() => LoadPlayer(Array.Empty<Mod>());
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protected void LoadPlayer(Mod[] mods)
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{
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var ruleset = CreatePlayerRuleset();
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Ruleset.Value = ruleset.RulesetInfo;
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var beatmap = CreateBeatmap(ruleset.RulesetInfo);
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Beatmap.Value = CreateWorkingBeatmap(beatmap);
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SelectedMods.Value = mods;
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if (!AllowFail)
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{
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var noFailMod = ruleset.CreateMod<ModNoFail>();
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if (noFailMod != null)
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SelectedMods.Value = SelectedMods.Value.Append(noFailMod).ToArray();
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}
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if (Autoplay)
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{
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var mod = ruleset.GetAutoplayMod();
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if (mod != null)
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SelectedMods.Value = SelectedMods.Value.Append(mod).ToArray();
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}
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Player = CreatePlayer(ruleset);
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LoadScreen(Player);
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}
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protected override void Dispose(bool isDisposing)
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{
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LocalConfig?.Dispose();
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base.Dispose(isDisposing);
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}
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/// <summary>
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/// Creates the ruleset for setting up the <see cref="Player"/> component.
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/// </summary>
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[NotNull]
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protected abstract Ruleset CreatePlayerRuleset();
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protected sealed override Ruleset CreateRuleset() => CreatePlayerRuleset();
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protected virtual TestPlayer CreatePlayer(Ruleset ruleset) => new TestPlayer(false, false);
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}
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}
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