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93 lines
2.9 KiB
C#
93 lines
2.9 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 NUnit.Framework;
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using osu.Framework.Allocation;
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using osu.Game.Configuration;
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using osu.Game.Rulesets;
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using osu.Game.Rulesets.Catch;
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using osu.Game.Rulesets.Mania;
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using osu.Game.Rulesets.Mods;
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using osu.Game.Rulesets.Osu;
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using osu.Game.Rulesets.Taiko;
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using osu.Game.Screens.Play;
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namespace osu.Game.Tests.Visual.Gameplay
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{
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/// <summary>
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/// A base class which runs <see cref="Player"/> test for all available rulesets.
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/// Steps to be run for each ruleset should be added via <see cref="AddCheckSteps"/>.
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/// </summary>
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public abstract partial class TestSceneAllRulesetPlayers : RateAdjustedBeatmapTestScene
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{
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protected Player Player { get; private set; }
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protected OsuConfigManager Config { get; private set; }
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[BackgroundDependencyLoader]
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private void load()
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{
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Dependencies.Cache(Config = new OsuConfigManager(LocalStorage));
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Config.GetBindable<double>(OsuSetting.DimLevel).Value = 1.0;
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}
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[Test]
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public void TestOsu() => runForRuleset(new OsuRuleset().RulesetInfo);
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[Test]
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public void TestTaiko() => runForRuleset(new TaikoRuleset().RulesetInfo);
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[Test]
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public void TestCatch() => runForRuleset(new CatchRuleset().RulesetInfo);
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[Test]
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public void TestMania() => runForRuleset(new ManiaRuleset().RulesetInfo);
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private void runForRuleset(RulesetInfo ruleset)
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{
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Player p = null;
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AddStep($"load {ruleset.Name} player", () => p = loadPlayerFor(ruleset));
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AddUntilStep("player loaded", () =>
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{
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if (p?.IsLoaded == true)
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{
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p = null;
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return true;
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}
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return false;
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});
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AddCheckSteps();
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}
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protected abstract void AddCheckSteps();
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private Player loadPlayerFor(RulesetInfo rulesetInfo)
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{
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// if a player screen is present already, we must exit that before loading another one,
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// otherwise it'll crash on SpectatorClient.BeginPlaying being called while client is in "playing" state already.
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if (Stack.CurrentScreen is Player)
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Stack.Exit();
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Ruleset.Value = rulesetInfo;
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var ruleset = rulesetInfo.CreateInstance();
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var working = CreateWorkingBeatmap(rulesetInfo);
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Beatmap.Value = working;
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SelectedMods.Value = new[] { ruleset.CreateMod<ModNoFail>() };
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Player = CreatePlayer(ruleset);
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LoadScreen(Player);
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return Player;
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}
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protected virtual Player CreatePlayer(Ruleset ruleset) => new TestPlayer(false, false);
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}
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}
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