osu/osu.Game.Tests/Gameplay/TestSceneMasterGameplayCloc...

59 lines
1.8 KiB
C#

// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
// See the LICENCE file in the repository root for full licence text.
using NUnit.Framework;
using osu.Framework.Testing;
using osu.Game.Rulesets.Osu;
using osu.Game.Screens.Play;
using osu.Game.Tests.Visual;
namespace osu.Game.Tests.Gameplay
{
[HeadlessTest]
public class TestSceneMasterGameplayClockContainer : OsuTestScene
{
[Test]
public void TestStartThenElapsedTime()
{
GameplayClockContainer gcc = null;
AddStep("create container", () =>
{
var working = CreateWorkingBeatmap(new OsuRuleset().RulesetInfo);
working.LoadTrack();
Add(gcc = new MasterGameplayClockContainer(working, 0));
});
AddStep("start clock", () => gcc.Start());
AddUntilStep("elapsed greater than zero", () => gcc.GameplayClock.ElapsedFrameTime > 0);
}
[Test]
public void TestElapseThenReset()
{
GameplayClockContainer gcc = null;
AddStep("create container", () =>
{
var working = CreateWorkingBeatmap(new OsuRuleset().RulesetInfo);
working.LoadTrack();
Add(gcc = new MasterGameplayClockContainer(working, 0));
});
AddStep("start clock", () => gcc.Start());
AddUntilStep("current time greater 2000", () => gcc.GameplayClock.CurrentTime > 2000);
double timeAtReset = 0;
AddStep("reset clock", () =>
{
timeAtReset = gcc.GameplayClock.CurrentTime;
gcc.Reset();
});
AddAssert("current time < time at reset", () => gcc.GameplayClock.CurrentTime < timeAtReset);
}
}
}