mirror of https://github.com/ppy/osu
86 lines
2.6 KiB
C#
86 lines
2.6 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 System.Linq;
|
|
using NUnit.Framework;
|
|
using osu.Framework.Allocation;
|
|
using osu.Game.Configuration;
|
|
using osu.Game.Rulesets;
|
|
using osu.Game.Rulesets.Catch;
|
|
using osu.Game.Rulesets.Mania;
|
|
using osu.Game.Rulesets.Mods;
|
|
using osu.Game.Rulesets.Osu;
|
|
using osu.Game.Rulesets.Taiko;
|
|
using osu.Game.Screens.Play;
|
|
|
|
namespace osu.Game.Tests.Visual.Gameplay
|
|
{
|
|
/// <summary>
|
|
/// A base class which runs <see cref="Player"/> test for all available rulesets.
|
|
/// Steps to be run for each ruleset should be added via <see cref="AddCheckSteps"/>.
|
|
/// </summary>
|
|
public abstract class TestSceneAllRulesetPlayers : RateAdjustedBeatmapTestScene
|
|
{
|
|
protected Player Player;
|
|
|
|
[BackgroundDependencyLoader]
|
|
private void load(RulesetStore rulesets)
|
|
{
|
|
OsuConfigManager manager;
|
|
Dependencies.Cache(manager = new OsuConfigManager(LocalStorage));
|
|
manager.GetBindable<double>(OsuSetting.DimLevel).Value = 1.0;
|
|
}
|
|
|
|
[Test]
|
|
public void TestOsu() => runForRuleset(new OsuRuleset().RulesetInfo);
|
|
|
|
[Test]
|
|
public void TestTaiko() => runForRuleset(new TaikoRuleset().RulesetInfo);
|
|
|
|
[Test]
|
|
public void TestCatch() => runForRuleset(new CatchRuleset().RulesetInfo);
|
|
|
|
[Test]
|
|
public void TestMania() => runForRuleset(new ManiaRuleset().RulesetInfo);
|
|
|
|
private void runForRuleset(RulesetInfo ruleset)
|
|
{
|
|
Player p = null;
|
|
AddStep($"load {ruleset.Name} player", () => p = loadPlayerFor(ruleset));
|
|
AddUntilStep("player loaded", () =>
|
|
{
|
|
if (p?.IsLoaded == true)
|
|
{
|
|
p = null;
|
|
return true;
|
|
}
|
|
|
|
return false;
|
|
});
|
|
|
|
AddCheckSteps();
|
|
}
|
|
|
|
protected abstract void AddCheckSteps();
|
|
|
|
private Player loadPlayerFor(RulesetInfo rulesetInfo)
|
|
{
|
|
Ruleset.Value = rulesetInfo;
|
|
var ruleset = rulesetInfo.CreateInstance();
|
|
|
|
var working = CreateWorkingBeatmap(rulesetInfo);
|
|
|
|
Beatmap.Value = working;
|
|
SelectedMods.Value = new[] { ruleset.GetAllMods().First(m => m is ModNoFail) };
|
|
|
|
Player = CreatePlayer(ruleset);
|
|
|
|
LoadScreen(Player);
|
|
|
|
return Player;
|
|
}
|
|
|
|
protected virtual Player CreatePlayer(Ruleset ruleset) => new TestPlayer(false, false);
|
|
}
|
|
}
|