Tidy up TestSceneLeadIn constant for loop offset to read better

This commit is contained in:
Dean Herbert 2022-09-06 17:45:53 +09:00
parent 677708c5e4
commit 9f2ea54e40

View File

@ -66,18 +66,20 @@ namespace osu.Game.Tests.Visual.Gameplay
[TestCase(-10000, -10000, true)]
public void TestStoryboardProducesCorrectStartTimeFadeInAfterOtherEvents(double firstStoryboardEvent, double expectedStartTime, bool addEventToLoop)
{
const double loop_start_time = -20000;
var storyboard = new Storyboard();
var sprite = new StoryboardSprite("unknown", Anchor.TopLeft, Vector2.Zero);
// these should be ignored as we have an alpha visibility blocker proceeding this command.
sprite.TimelineGroup.Scale.Add(Easing.None, -20000, -18000, 0, 1);
var loopGroup = sprite.AddLoop(-20000, 50);
loopGroup.Scale.Add(Easing.None, -20000, -18000, 0, 1);
sprite.TimelineGroup.Scale.Add(Easing.None, loop_start_time, -18000, 0, 1);
var loopGroup = sprite.AddLoop(loop_start_time, 50);
loopGroup.Scale.Add(Easing.None, loop_start_time, -18000, 0, 1);
var target = addEventToLoop ? loopGroup : sprite.TimelineGroup;
double targetTime = addEventToLoop ? 20000 : 0;
target.Alpha.Add(Easing.None, targetTime + firstStoryboardEvent, targetTime + firstStoryboardEvent + 500, 0, 1);
double loopRelativeOffset = addEventToLoop ? -loop_start_time : 0;
target.Alpha.Add(Easing.None, loopRelativeOffset + firstStoryboardEvent, loopRelativeOffset + firstStoryboardEvent + 500, 0, 1);
// these should be ignored due to being in the future.
sprite.TimelineGroup.Alpha.Add(Easing.None, 18000, 20000, 0, 1);