Actually check for correct state of fade content in rewind test

This commit is contained in:
Dean Herbert 2021-05-05 17:49:33 +09:00
parent 1d4a8bc0ae
commit 3cc9bad979

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