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https://github.com/ppy/osu
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Change boolean argument to HitResult
instead
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parent
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@ -174,8 +174,9 @@ namespace osu.Game.Tests.Gameplay
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AddAssert("failed", () => processor.HasFailed);
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AddAssert("failed", () => processor.HasFailed);
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}
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}
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[Test]
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[TestCase(HitResult.Miss)]
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public void TestMultipleFailConditions([Values] bool applyFirstCondition)
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[TestCase(HitResult.Meh)]
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public void TestMultipleFailConditions(HitResult resultApplied)
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{
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{
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var beatmap = createBeatmap(0, 1000);
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var beatmap = createBeatmap(0, 1000);
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createProcessor(beatmap);
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createProcessor(beatmap);
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@ -189,11 +190,7 @@ namespace osu.Game.Tests.Gameplay
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AddStep("apply perfect hit result", () => processor.ApplyResult(new JudgementResult(beatmap.HitObjects[0], new Judgement()) { Type = HitResult.Perfect }));
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AddStep("apply perfect hit result", () => processor.ApplyResult(new JudgementResult(beatmap.HitObjects[0], new Judgement()) { Type = HitResult.Perfect }));
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AddAssert("not failed", () => !processor.HasFailed);
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AddAssert("not failed", () => !processor.HasFailed);
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if (applyFirstCondition)
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AddStep($"apply {resultApplied.ToString().ToLower()} hit result", () => processor.ApplyResult(new JudgementResult(beatmap.HitObjects[0], new Judgement()) { Type = HitResult.Miss }));
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AddStep("apply miss hit result", () => processor.ApplyResult(new JudgementResult(beatmap.HitObjects[0], new Judgement()) { Type = HitResult.Miss }));
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else
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AddStep("apply meh hit result", () => processor.ApplyResult(new JudgementResult(beatmap.HitObjects[0], new Judgement()) { Type = HitResult.Meh }));
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AddAssert("failed", () => processor.HasFailed);
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AddAssert("failed", () => processor.HasFailed);
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}
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}
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