Apply NRT to TestSceneSliderInput

This commit is contained in:
Dean Herbert 2023-09-29 14:47:55 +09:00
parent d7119674e8
commit 55c623ff02

View File

@ -1,8 +1,6 @@
// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
// See the LICENCE file in the repository root for full licence text.
#nullable disable
using System.Collections.Generic;
using System.Linq;
using NUnit.Framework;
@ -33,7 +31,11 @@ namespace osu.Game.Rulesets.Osu.Tests
private const double time_during_slide_4 = 3800;
private const double time_slider_end = 4000;
private List<JudgementResult> judgementResults;
private ScoreAccessibleReplayPlayer currentPlayer = null!;
private const float slider_path_length = 25;
private readonly List<JudgementResult> judgementResults = new List<JudgementResult>();
[Test]
public void TestPressBothKeysSimultaneouslyAndReleaseOne()
@ -333,10 +335,6 @@ namespace osu.Game.Rulesets.Osu.Tests
private bool assertMidSliderJudgementFail() => judgementResults[^2].Type == HitResult.SmallTickMiss;
private ScoreAccessibleReplayPlayer currentPlayer;
private const float slider_path_length = 25;
private void performTest(List<ReplayFrame> frames)
{
AddStep("load player", () =>
@ -375,7 +373,7 @@ namespace osu.Game.Rulesets.Osu.Tests
};
LoadScreen(currentPlayer = p);
judgementResults = new List<JudgementResult>();
judgementResults.Clear();
});
AddUntilStep("Beatmap at 0", () => Beatmap.Value.Track.CurrentTime == 0);