Rename fields for clarity

This commit is contained in:
Bartłomiej Dach
2020-06-26 19:03:41 +02:00
parent 798e8e7a8d
commit 3783fe8d6a
3 changed files with 20 additions and 19 deletions

View File

@ -15,7 +15,7 @@ namespace osu.Game.Tests.Visual.Gameplay
{
private FailingLayer layer;
private readonly Bindable<bool> enabledHUD = new Bindable<bool>();
private readonly Bindable<bool> showHealth = new Bindable<bool>();
[Resolved]
private OsuConfigManager config { get; set; }
@ -27,10 +27,10 @@ namespace osu.Game.Tests.Visual.Gameplay
{
Child = layer = new FailingLayer();
layer.BindHealthProcessor(new DrainingHealthProcessor(1));
layer.HUDEnabled.BindTo(enabledHUD);
layer.ShowHealth.BindTo(showHealth);
});
AddStep("enable HUDOverlay", () => enabledHUD.Value = true);
AddStep("show health", () => showHealth.Value = true);
AddStep("enable layer", () => config.Set(OsuSetting.FadePlayfieldWhenHealthLow, true));
AddUntilStep("layer is visible", () => layer.IsPresent);
}
@ -80,19 +80,19 @@ namespace osu.Game.Tests.Visual.Gameplay
{
AddStep("set health to 0.10", () => layer.Current.Value = 0.1);
AddStep("disable HUDOverlay", () => enabledHUD.Value = false);
AddStep("don't show health", () => showHealth.Value = false);
AddStep("disable FadePlayfieldWhenHealthLow", () => config.Set(OsuSetting.FadePlayfieldWhenHealthLow, false));
AddUntilStep("layer fade is invisible", () => !layer.IsPresent);
AddStep("disable HUDOverlay", () => enabledHUD.Value = false);
AddStep("don't show health", () => showHealth.Value = false);
AddStep("enable FadePlayfieldWhenHealthLow", () => config.Set(OsuSetting.FadePlayfieldWhenHealthLow, true));
AddUntilStep("layer fade is invisible", () => !layer.IsPresent);
AddStep("enable HUDOverlay", () => enabledHUD.Value = true);
AddStep("show health", () => showHealth.Value = true);
AddStep("disable FadePlayfieldWhenHealthLow", () => config.Set(OsuSetting.FadePlayfieldWhenHealthLow, false));
AddUntilStep("layer fade is invisible", () => !layer.IsPresent);
AddStep("enable HUDOverlay", () => enabledHUD.Value = true);
AddStep("show health", () => showHealth.Value = true);
AddStep("enable FadePlayfieldWhenHealthLow", () => config.Set(OsuSetting.FadePlayfieldWhenHealthLow, true));
AddUntilStep("layer fade is visible", () => layer.IsPresent);
}