From 26a1e40d2471a9d4e7e44ea0f98b1b1fbc6231c5 Mon Sep 17 00:00:00 2001 From: Dean Herbert Date: Wed, 13 Oct 2021 13:47:49 +0900 Subject: [PATCH] Fix storyboard outro during fail test not being lenient enough --- .../Visual/Gameplay/TestSceneStoryboardWithOutro.cs | 6 +++++- osu.Game/Screens/Play/FailAnimation.cs | 2 +- 2 files changed, 6 insertions(+), 2 deletions(-) diff --git a/osu.Game.Tests/Visual/Gameplay/TestSceneStoryboardWithOutro.cs b/osu.Game.Tests/Visual/Gameplay/TestSceneStoryboardWithOutro.cs index 3ed274690e..48a97d54f7 100644 --- a/osu.Game.Tests/Visual/Gameplay/TestSceneStoryboardWithOutro.cs +++ b/osu.Game.Tests/Visual/Gameplay/TestSceneStoryboardWithOutro.cs @@ -90,8 +90,12 @@ namespace osu.Game.Tests.Visual.Gameplay CreateTest(() => { AddStep("fail on first judgement", () => currentFailConditions = (_, __) => true); - AddStep("set storyboard duration to 1.3s", () => currentStoryboardDuration = 1300); + + // Fail occurs at 164ms with the provided beatmap. + // Fail animation runs for 2.5s realtime but the gameplay time change is *variable* due to the frequency transform being applied, so we need a bit of lenience. + AddStep("set storyboard duration to 0.6s", () => currentStoryboardDuration = 600); }); + AddUntilStep("wait for fail", () => Player.HasFailed); AddUntilStep("storyboard ends", () => Player.GameplayClockContainer.GameplayClock.CurrentTime >= currentStoryboardDuration); AddUntilStep("wait for fail overlay", () => Player.FailOverlay.State.Value == Visibility.Visible); diff --git a/osu.Game/Screens/Play/FailAnimation.cs b/osu.Game/Screens/Play/FailAnimation.cs index e250791b72..ea158c5789 100644 --- a/osu.Game/Screens/Play/FailAnimation.cs +++ b/osu.Game/Screens/Play/FailAnimation.cs @@ -22,7 +22,7 @@ namespace osu.Game.Screens.Play { /// /// Manage the animation to be applied when a player fails. - /// Single file; automatically disposed after use. + /// Single use and automatically disposed after use. /// public class FailAnimation : CompositeDrawable {