Update test logic to allow gameplay to properly continue

This commit is contained in:
Dean Herbert 2021-06-03 14:37:38 +09:00
parent 44b1102241
commit 66dd7b7705
1 changed files with 4 additions and 2 deletions

View File

@ -12,6 +12,7 @@
using osu.Game.Overlays;
using osu.Game.Overlays.Mods;
using osu.Game.Overlays.Toolbar;
using osu.Game.Rulesets.Mods;
using osu.Game.Rulesets.Osu.Mods;
using osu.Game.Screens.Play;
using osu.Game.Screens.Ranking;
@ -95,11 +96,12 @@ public void TestRetryFromResults()
AddUntilStep("wait for selected", () => !Game.Beatmap.IsDefault);
AddStep("set nofail", () => Game.SelectedMods.Value = new[] { new OsuModNoFail() });
AddStep("set mods", () => Game.SelectedMods.Value = new Mod[] { new OsuModNoFail(), new OsuModDoubleTime { SpeedChange = { Value = 2 } } });
AddStep("press enter", () => InputManager.Key(Key.Enter));
AddUntilStep("wait for player", () => (player = Game.ScreenStack.CurrentScreen as Player) != null);
AddStep("seek to end", () => player.ChildrenOfType<GameplayClockContainer>().First().Seek(beatmap().Track.Length));
AddUntilStep("wait for track playing", () => beatmap().Track.IsRunning);
AddStep("seek to near end", () => player.ChildrenOfType<GameplayClockContainer>().First().Seek(beatmap().Beatmap.HitObjects[^1].StartTime - 1000));
AddUntilStep("wait for pass", () => (results = Game.ScreenStack.CurrentScreen as ResultsScreen) != null && results.IsLoaded);
AddStep("attempt to retry", () => results.ChildrenOfType<HotkeyRetryOverlay>().First().Action());
AddUntilStep("wait for player", () => Game.ScreenStack.CurrentScreen != player && Game.ScreenStack.CurrentScreen is Player);