diff --git a/osu.Game.Tests/Visual/Gameplay/TestSceneFailAnimation.cs b/osu.Game.Tests/Visual/Gameplay/TestSceneFailAnimation.cs index 36fc6812bd..7167d3120a 100644 --- a/osu.Game.Tests/Visual/Gameplay/TestSceneFailAnimation.cs +++ b/osu.Game.Tests/Visual/Gameplay/TestSceneFailAnimation.cs @@ -31,12 +31,18 @@ protected override void AddCheckSteps() { AddUntilStep("wait for fail", () => Player.HasFailed); AddUntilStep("wait for fail overlay", () => ((FailPlayer)Player).FailOverlay.State.Value == Visibility.Visible); + + // The pause screen and fail animation both ramp frequency. + // This tests to ensure that it doesn't reset during that handoff. + AddAssert("frequency only ever decreased", () => !((FailPlayer)Player).FrequencyIncreased); } private class FailPlayer : TestPlayer { public new FailOverlay FailOverlay => base.FailOverlay; + public bool FrequencyIncreased { get; private set; } + public FailPlayer() : base(false, false) { @@ -47,6 +53,19 @@ protected override void LoadComplete() base.LoadComplete(); HealthProcessor.FailConditions += (_, __) => true; } + + private double lastFrequency = double.MaxValue; + + protected override void Update() + { + base.Update(); + + double freq = Beatmap.Value.Track.AggregateFrequency.Value; + + FrequencyIncreased |= freq > lastFrequency; + + lastFrequency = freq; + } } } }