mirror of https://github.com/ppy/osu
73 lines
2.4 KiB
C#
73 lines
2.4 KiB
C#
// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
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// See the LICENCE file in the repository root for full licence text.
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using System;
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using NUnit.Framework;
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using osu.Framework.Graphics.Containers;
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using osu.Game.Configuration;
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using osu.Game.Rulesets;
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using osu.Game.Rulesets.Mods;
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using osu.Game.Screens.Play;
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namespace osu.Game.Tests.Visual.Gameplay
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{
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public partial class TestSceneFailAnimation : TestSceneAllRulesetPlayers
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{
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protected override Player CreatePlayer(Ruleset ruleset)
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{
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SelectedMods.Value = Array.Empty<Mod>();
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return new FailPlayer();
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}
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[Test]
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public void TestOsuWithoutRedTint()
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{
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AddStep("Disable red tint", () => Config.SetValue(OsuSetting.FadePlayfieldWhenHealthLow, false));
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TestOsu();
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AddStep("Enable red tint", () => Config.SetValue(OsuSetting.FadePlayfieldWhenHealthLow, true));
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}
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protected override void AddCheckSteps()
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{
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AddUntilStep("wait for fail", () => Player.GameplayState.HasFailed);
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AddUntilStep("wait for fail overlay", () => ((FailPlayer)Player).FailOverlay.State.Value == Visibility.Visible);
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// The pause screen and fail animation both ramp frequency.
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// This tests to ensure that it doesn't reset during that handoff.
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AddAssert("frequency only ever decreased", () => !((FailPlayer)Player).FrequencyIncreased);
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}
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private partial class FailPlayer : TestPlayer
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{
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public new FailOverlay FailOverlay => base.FailOverlay;
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public bool FrequencyIncreased { get; private set; }
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public FailPlayer()
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: base(false, false)
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{
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}
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protected override void LoadComplete()
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{
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base.LoadComplete();
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HealthProcessor.FailConditions += (_, _) => true;
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}
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private double lastFrequency = double.MaxValue;
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protected override void UpdateAfterChildren()
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{
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base.UpdateAfterChildren();
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// This must be done in UpdateAfterChildren to allow the gameplay clock to have updated before checking values.
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double freq = Beatmap.Value.Track.AggregateFrequency.Value;
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FrequencyIncreased |= freq > lastFrequency;
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lastFrequency = freq;
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}
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}
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}
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}
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