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Fix storyboard outro during fail test not being lenient enough
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@ -90,8 +90,12 @@ namespace osu.Game.Tests.Visual.Gameplay
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CreateTest(() =>
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CreateTest(() =>
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{
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{
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AddStep("fail on first judgement", () => currentFailConditions = (_, __) => true);
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AddStep("fail on first judgement", () => currentFailConditions = (_, __) => true);
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AddStep("set storyboard duration to 1.3s", () => currentStoryboardDuration = 1300);
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// Fail occurs at 164ms with the provided beatmap.
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// 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.
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AddStep("set storyboard duration to 0.6s", () => currentStoryboardDuration = 600);
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});
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});
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AddUntilStep("wait for fail", () => Player.HasFailed);
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AddUntilStep("wait for fail", () => Player.HasFailed);
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AddUntilStep("storyboard ends", () => Player.GameplayClockContainer.GameplayClock.CurrentTime >= currentStoryboardDuration);
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AddUntilStep("storyboard ends", () => Player.GameplayClockContainer.GameplayClock.CurrentTime >= currentStoryboardDuration);
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AddUntilStep("wait for fail overlay", () => Player.FailOverlay.State.Value == Visibility.Visible);
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AddUntilStep("wait for fail overlay", () => Player.FailOverlay.State.Value == Visibility.Visible);
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@ -22,7 +22,7 @@ namespace osu.Game.Screens.Play
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{
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{
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/// <summary>
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/// <summary>
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/// Manage the animation to be applied when a player fails.
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/// Manage the animation to be applied when a player fails.
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/// Single file; automatically disposed after use.
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/// Single use and automatically disposed after use.
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/// </summary>
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/// </summary>
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public class FailAnimation : CompositeDrawable
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public class FailAnimation : CompositeDrawable
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{
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{
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