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https://github.com/ppy/osu
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101 lines
4.1 KiB
C#
101 lines
4.1 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 NUnit.Framework;
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using osu.Framework.Allocation;
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using osu.Framework.Bindables;
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using osu.Framework.Testing;
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using osu.Game.Configuration;
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using osu.Game.Rulesets.Scoring;
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using osu.Game.Screens.Play.HUD;
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namespace osu.Game.Tests.Visual.Gameplay
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{
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public class TestSceneFailingLayer : OsuTestScene
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{
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private FailingLayer layer;
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private readonly Bindable<bool> showHealth = new Bindable<bool>();
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[Resolved]
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private OsuConfigManager config { get; set; }
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[SetUpSteps]
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public void SetUpSteps()
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{
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AddStep("create layer", () =>
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{
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Child = layer = new FailingLayer();
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layer.BindHealthProcessor(new DrainingHealthProcessor(1));
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layer.ShowHealth.BindTo(showHealth);
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});
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AddStep("show health", () => showHealth.Value = true);
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AddStep("enable layer", () => config.Set(OsuSetting.FadePlayfieldWhenHealthLow, true));
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AddUntilStep("layer is visible", () => layer.IsPresent);
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}
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[Test]
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public void TestLayerFading()
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{
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AddSliderStep("current health", 0.0, 1.0, 1.0, val =>
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{
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if (layer != null)
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layer.Current.Value = val;
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});
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AddStep("set health to 0.10", () => layer.Current.Value = 0.1);
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AddUntilStep("layer fade is visible", () => layer.Child.Alpha > 0.1f);
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AddStep("set health to 1", () => layer.Current.Value = 1f);
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AddUntilStep("layer fade is invisible", () => !layer.Child.IsPresent);
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}
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[Test]
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public void TestLayerDisabledViaConfig()
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{
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AddStep("disable layer", () => config.Set(OsuSetting.FadePlayfieldWhenHealthLow, false));
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AddStep("set health to 0.10", () => layer.Current.Value = 0.1);
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AddUntilStep("layer is not visible", () => !layer.IsPresent);
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}
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[Test]
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public void TestLayerVisibilityWithAccumulatingProcessor()
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{
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AddStep("bind accumulating processor", () => layer.BindHealthProcessor(new AccumulatingHealthProcessor(1)));
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AddStep("set health to 0.10", () => layer.Current.Value = 0.1);
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AddUntilStep("layer is not visible", () => !layer.IsPresent);
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}
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[Test]
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public void TestLayerVisibilityWithDrainingProcessor()
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{
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AddStep("bind accumulating processor", () => layer.BindHealthProcessor(new DrainingHealthProcessor(1)));
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AddStep("set health to 0.10", () => layer.Current.Value = 0.1);
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AddWaitStep("wait for potential fade", 10);
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AddAssert("layer is still visible", () => layer.IsPresent);
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}
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[Test]
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public void TestLayerVisibilityWithDifferentOptions()
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{
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AddStep("set health to 0.10", () => layer.Current.Value = 0.1);
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AddStep("don't show health", () => showHealth.Value = false);
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AddStep("disable FadePlayfieldWhenHealthLow", () => config.Set(OsuSetting.FadePlayfieldWhenHealthLow, false));
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AddUntilStep("layer fade is invisible", () => !layer.IsPresent);
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AddStep("don't show health", () => showHealth.Value = false);
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AddStep("enable FadePlayfieldWhenHealthLow", () => config.Set(OsuSetting.FadePlayfieldWhenHealthLow, true));
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AddUntilStep("layer fade is invisible", () => !layer.IsPresent);
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AddStep("show health", () => showHealth.Value = true);
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AddStep("disable FadePlayfieldWhenHealthLow", () => config.Set(OsuSetting.FadePlayfieldWhenHealthLow, false));
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AddUntilStep("layer fade is invisible", () => !layer.IsPresent);
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AddStep("show health", () => showHealth.Value = true);
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AddStep("enable FadePlayfieldWhenHealthLow", () => config.Set(OsuSetting.FadePlayfieldWhenHealthLow, true));
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AddUntilStep("layer fade is visible", () => layer.IsPresent);
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}
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}
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}
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