mirror of https://github.com/ppy/osu
Simplify overly verbose step names
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@ -18,9 +18,9 @@ public class TestSceneMusicActionHandling : OsuGameTestScene
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public void TestMusicPlayAction()
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public void TestMusicPlayAction()
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{
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{
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AddStep("ensure playing something", () => Game.MusicController.EnsurePlayingSomething());
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AddStep("ensure playing something", () => Game.MusicController.EnsurePlayingSomething());
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AddStep("trigger music playback toggle action", () => Game.GlobalBinding.TriggerPressed(GlobalAction.MusicPlay));
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AddStep("toggle playback", () => Game.GlobalBinding.TriggerPressed(GlobalAction.MusicPlay));
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AddAssert("music paused", () => !Game.MusicController.IsPlaying && Game.MusicController.IsUserPaused);
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AddAssert("music paused", () => !Game.MusicController.IsPlaying && Game.MusicController.IsUserPaused);
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AddStep("trigger music playback toggle action", () => Game.GlobalBinding.TriggerPressed(GlobalAction.MusicPlay));
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AddStep("toggle playback", () => Game.GlobalBinding.TriggerPressed(GlobalAction.MusicPlay));
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AddAssert("music resumed", () => Game.MusicController.IsPlaying && !Game.MusicController.IsUserPaused);
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AddAssert("music resumed", () => Game.MusicController.IsPlaying && !Game.MusicController.IsUserPaused);
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}
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}
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@ -62,16 +62,16 @@ public void TestMusicNavigationActions()
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AddStep("seek track to 6 second", () => Game.MusicController.SeekTo(6000));
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AddStep("seek track to 6 second", () => Game.MusicController.SeekTo(6000));
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AddUntilStep("wait for current time to update", () => Game.MusicController.CurrentTrack.CurrentTime > 5000);
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AddUntilStep("wait for current time to update", () => Game.MusicController.CurrentTrack.CurrentTime > 5000);
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AddStep("trigger music prev action", () => Game.GlobalBinding.TriggerPressed(GlobalAction.MusicPrev));
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AddStep("press previous", () => Game.GlobalBinding.TriggerPressed(GlobalAction.MusicPrev));
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AddAssert("no track change", () => trackChangeQueue.Count == 0);
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AddAssert("no track change", () => trackChangeQueue.Count == 0);
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AddUntilStep("track restarted", () => Game.MusicController.CurrentTrack.CurrentTime < 5000);
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AddUntilStep("track restarted", () => Game.MusicController.CurrentTrack.CurrentTime < 5000);
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AddStep("trigger music prev action", () => Game.GlobalBinding.TriggerPressed(GlobalAction.MusicPrev));
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AddStep("press previous", () => Game.GlobalBinding.TriggerPressed(GlobalAction.MusicPrev));
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AddAssert("track changed to previous", () =>
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AddAssert("track changed to previous", () =>
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trackChangeQueue.Count == 1 &&
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trackChangeQueue.Count == 1 &&
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trackChangeQueue.Dequeue().changeDirection == TrackChangeDirection.Prev);
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trackChangeQueue.Dequeue().changeDirection == TrackChangeDirection.Prev);
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AddStep("trigger music next action", () => Game.GlobalBinding.TriggerPressed(GlobalAction.MusicNext));
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AddStep("press next", () => Game.GlobalBinding.TriggerPressed(GlobalAction.MusicNext));
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AddAssert("track changed to next", () =>
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AddAssert("track changed to next", () =>
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trackChangeQueue.Count == 1 &&
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trackChangeQueue.Count == 1 &&
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trackChangeQueue.Dequeue().changeDirection == TrackChangeDirection.Next);
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trackChangeQueue.Dequeue().changeDirection == TrackChangeDirection.Next);
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