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Actually check for correct state of fade content in rewind test
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@ -2,6 +2,7 @@
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// See the LICENCE file in the repository root for full licence text.
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// See the LICENCE file in the repository root for full licence text.
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using System;
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using System;
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using System.Linq;
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using System.Threading.Tasks;
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using System.Threading.Tasks;
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using NUnit.Framework;
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using NUnit.Framework;
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using osu.Framework.Graphics;
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using osu.Framework.Graphics;
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@ -119,9 +120,16 @@ namespace osu.Game.Tests.Visual.Gameplay
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[Test]
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[Test]
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public void TestStoryboardRewind()
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public void TestStoryboardRewind()
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{
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{
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SkipOverlay.FadeContainer fadeContainer() => Player.ChildrenOfType<SkipOverlay.FadeContainer>().First();
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CreateTest(null);
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CreateTest(null);
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AddUntilStep("completion set by processor", () => Player.ScoreProcessor.HasCompleted.Value);
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AddUntilStep("completion set by processor", () => Player.ScoreProcessor.HasCompleted.Value);
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AddUntilStep("skip overlay content becomes visible", () => fadeContainer().State == Visibility.Visible);
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AddStep("rewind", () => Player.GameplayClockContainer.Seek(-1000));
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AddStep("rewind", () => Player.GameplayClockContainer.Seek(-1000));
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AddUntilStep("skip overlay content not visible", () => fadeContainer().State == Visibility.Hidden);
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AddUntilStep("skip overlay content becomes visible", () => fadeContainer().State == Visibility.Visible);
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AddUntilStep("storyboard ends", () => Player.GameplayClockContainer.GameplayClock.CurrentTime >= currentStoryboardDuration);
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AddUntilStep("storyboard ends", () => Player.GameplayClockContainer.GameplayClock.CurrentTime >= currentStoryboardDuration);
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}
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}
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