mirror of https://github.com/ppy/osu
Make testing code clearer to understand.
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@ -11,56 +11,54 @@ namespace osu.Game.Tests.Visual.Gameplay
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{
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public class TestSceneOverlayActivation : OsuPlayerTestScene
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{
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private OverlayTestPlayer testPlayer;
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public override void SetUpSteps()
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{
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AddStep("disable overlay activation during gameplay", () => LocalConfig.Set(OsuSetting.GameplayDisableOverlayActivation, true));
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base.SetUpSteps();
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}
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protected new OverlayTestPlayer Player => base.Player as OverlayTestPlayer;
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[Test]
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public void TestGameplayOverlayActivation()
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{
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AddAssert("activation mode is disabled", () => testPlayer.OverlayActivationMode == OverlayActivation.Disabled);
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AddStep("disable overlay activation during gameplay", () => LocalConfig.Set(OsuSetting.GameplayDisableOverlayActivation, true));
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AddAssert("activation mode is disabled", () => Player.OverlayActivationMode == OverlayActivation.Disabled);
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}
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[Test]
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public void TestGameplayOverlayActivationDisabled()
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{
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AddStep("enable overlay activation during gameplay", () => LocalConfig.Set(OsuSetting.GameplayDisableOverlayActivation, false));
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AddAssert("activation mode is user triggered", () => testPlayer.OverlayActivationMode == OverlayActivation.UserTriggered);
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AddAssert("activation mode is user triggered", () => Player.OverlayActivationMode == OverlayActivation.UserTriggered);
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}
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[Test]
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public void TestGameplayOverlayActivationPaused()
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{
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AddUntilStep("activation mode is disabled", () => testPlayer.OverlayActivationMode == OverlayActivation.Disabled);
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AddStep("pause gameplay", () => testPlayer.Pause());
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AddUntilStep("activation mode is user triggered", () => testPlayer.OverlayActivationMode == OverlayActivation.UserTriggered);
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AddStep("disable overlay activation during gameplay", () => LocalConfig.Set(OsuSetting.GameplayDisableOverlayActivation, true));
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AddUntilStep("activation mode is disabled", () => Player.OverlayActivationMode == OverlayActivation.Disabled);
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AddStep("pause gameplay", () => Player.Pause());
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AddUntilStep("activation mode is user triggered", () => Player.OverlayActivationMode == OverlayActivation.UserTriggered);
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}
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[Test]
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public void TestGameplayOverlayActivationReplayLoaded()
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{
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AddAssert("activation mode is disabled", () => testPlayer.OverlayActivationMode == OverlayActivation.Disabled);
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AddStep("load a replay", () => testPlayer.DrawableRuleset.HasReplayLoaded.Value = true);
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AddAssert("activation mode is user triggered", () => testPlayer.OverlayActivationMode == OverlayActivation.UserTriggered);
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AddStep("disable overlay activation during gameplay", () => LocalConfig.Set(OsuSetting.GameplayDisableOverlayActivation, true));
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AddAssert("activation mode is disabled", () => Player.OverlayActivationMode == OverlayActivation.Disabled);
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AddStep("load a replay", () => Player.DrawableRuleset.HasReplayLoaded.Value = true);
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AddAssert("activation mode is user triggered", () => Player.OverlayActivationMode == OverlayActivation.UserTriggered);
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}
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[Test]
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public void TestGameplayOverlayActivationBreaks()
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{
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AddAssert("activation mode is disabled", () => testPlayer.OverlayActivationMode == OverlayActivation.Disabled);
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AddStep("seek to break", () => testPlayer.GameplayClockContainer.Seek(Beatmap.Value.Beatmap.Breaks.First().StartTime));
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AddUntilStep("activation mode is user triggered", () => testPlayer.OverlayActivationMode == OverlayActivation.UserTriggered);
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AddStep("seek to break end", () => testPlayer.GameplayClockContainer.Seek(Beatmap.Value.Beatmap.Breaks.First().EndTime));
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AddUntilStep("activation mode is disabled", () => testPlayer.OverlayActivationMode == OverlayActivation.Disabled);
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AddStep("disable overlay activation during gameplay", () => LocalConfig.Set(OsuSetting.GameplayDisableOverlayActivation, true));
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AddAssert("activation mode is disabled", () => Player.OverlayActivationMode == OverlayActivation.Disabled);
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AddStep("seek to break", () => Player.GameplayClockContainer.Seek(Beatmap.Value.Beatmap.Breaks.First().StartTime));
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AddUntilStep("activation mode is user triggered", () => Player.OverlayActivationMode == OverlayActivation.UserTriggered);
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AddStep("seek to break end", () => Player.GameplayClockContainer.Seek(Beatmap.Value.Beatmap.Breaks.First().EndTime));
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AddUntilStep("activation mode is disabled", () => Player.OverlayActivationMode == OverlayActivation.Disabled);
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}
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protected override TestPlayer CreatePlayer(Ruleset ruleset) => testPlayer = new OverlayTestPlayer();
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protected override TestPlayer CreatePlayer(Ruleset ruleset) => new OverlayTestPlayer();
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private class OverlayTestPlayer : TestPlayer
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protected class OverlayTestPlayer : TestPlayer
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{
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public new OverlayActivation OverlayActivationMode => base.OverlayActivationMode.Value;
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}
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