Make hold note input tests fail due to head hiding

This commit is contained in:
Bartłomiej Dach 2021-03-21 18:39:52 +01:00
parent ee7370b21a
commit c4f3714385

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@ -5,11 +5,13 @@ using System.Collections.Generic;
using System.Linq; using System.Linq;
using NUnit.Framework; using NUnit.Framework;
using osu.Framework.Screens; using osu.Framework.Screens;
using osu.Framework.Testing;
using osu.Game.Beatmaps; using osu.Game.Beatmaps;
using osu.Game.Beatmaps.ControlPoints; using osu.Game.Beatmaps.ControlPoints;
using osu.Game.Replays; using osu.Game.Replays;
using osu.Game.Rulesets.Judgements; using osu.Game.Rulesets.Judgements;
using osu.Game.Rulesets.Mania.Objects; using osu.Game.Rulesets.Mania.Objects;
using osu.Game.Rulesets.Mania.Objects.Drawables;
using osu.Game.Rulesets.Mania.Replays; using osu.Game.Rulesets.Mania.Replays;
using osu.Game.Rulesets.Mania.Scoring; using osu.Game.Rulesets.Mania.Scoring;
using osu.Game.Rulesets.Objects; using osu.Game.Rulesets.Objects;
@ -345,6 +347,14 @@ namespace osu.Game.Rulesets.Mania.Tests
AddUntilStep("Beatmap at 0", () => Beatmap.Value.Track.CurrentTime == 0); AddUntilStep("Beatmap at 0", () => Beatmap.Value.Track.CurrentTime == 0);
AddUntilStep("Wait until player is loaded", () => currentPlayer.IsCurrentScreen()); AddUntilStep("Wait until player is loaded", () => currentPlayer.IsCurrentScreen());
AddUntilStep("wait for head", () => currentPlayer.GameplayClockContainer.GameplayClock.CurrentTime >= time_head);
AddAssert("head is visible",
() => currentPlayer.ChildrenOfType<DrawableHoldNote>()
.Single(note => note.HitObject == beatmap.HitObjects[0])
.Head
.Alpha == 1);
AddUntilStep("Wait for completion", () => currentPlayer.ScoreProcessor.HasCompleted.Value); AddUntilStep("Wait for completion", () => currentPlayer.ScoreProcessor.HasCompleted.Value);
} }
@ -352,6 +362,8 @@ namespace osu.Game.Rulesets.Mania.Tests
{ {
public new ScoreProcessor ScoreProcessor => base.ScoreProcessor; public new ScoreProcessor ScoreProcessor => base.ScoreProcessor;
public new GameplayClockContainer GameplayClockContainer => base.GameplayClockContainer;
protected override bool PauseOnFocusLost => false; protected override bool PauseOnFocusLost => false;
public ScoreAccessibleReplayPlayer(Score score) public ScoreAccessibleReplayPlayer(Score score)