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Remove PausableGameplayContainer
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@ -188,10 +188,10 @@ namespace osu.Game.Tests.Visual
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public void PauseTest()
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{
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performFullSetup(true);
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AddStep("Pause", () => player.CurrentPausableGameplayContainer.Pause());
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AddStep("Pause", () => player.Pause());
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waitForDim();
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AddAssert("Screen is dimmed", () => songSelect.IsBackgroundDimmed());
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AddStep("Unpause", () => player.CurrentPausableGameplayContainer.Resume());
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AddStep("Unpause", () => player.Resume());
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waitForDim();
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AddAssert("Screen is dimmed", () => songSelect.IsBackgroundDimmed());
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}
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@ -328,8 +328,6 @@ namespace osu.Game.Tests.Visual
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};
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}
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public PausableGameplayContainer CurrentPausableGameplayContainer => PausableGameplayContainer;
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public UserDimContainer CurrentStoryboardContainer => StoryboardContainer;
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// Whether or not the player should be allowed to load.
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@ -17,15 +17,15 @@ namespace osu.Game.Tests.Visual
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[Description("player pause/fail screens")]
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public class TestCaseGameplayMenuOverlay : ManualInputManagerTestCase
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{
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public override IReadOnlyList<Type> RequiredTypes => new[] { typeof(FailOverlay), typeof(PausableGameplayContainer) };
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public override IReadOnlyList<Type> RequiredTypes => new[] { typeof(FailOverlay), typeof(PauseOverlay) };
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private FailOverlay failOverlay;
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private PausableGameplayContainer.PauseOverlay pauseOverlay;
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private PauseOverlay pauseOverlay;
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[BackgroundDependencyLoader]
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private void load()
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{
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Add(pauseOverlay = new PausableGameplayContainer.PauseOverlay
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Add(pauseOverlay = new PauseOverlay
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{
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OnResume = () => Logger.Log(@"Resume"),
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OnRetry = () => Logger.Log(@"Retry"),
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@ -2,6 +2,7 @@
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// See the LICENCE file in the repository root for full licence text.
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using System;
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using osu.Framework.Graphics.Containers;
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using osu.Game.Rulesets;
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using osu.Game.Rulesets.Osu;
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using osu.Game.Rulesets.Scoring;
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@ -16,6 +17,8 @@ namespace osu.Game.Tests.Visual
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{
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}
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protected override bool AllowFail => true;
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protected override Player CreatePlayer(Ruleset ruleset) => new PausePlayer();
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protected override void AddCheckSteps(Func<Player> player)
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@ -25,23 +28,36 @@ namespace osu.Game.Tests.Visual
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base.AddCheckSteps(player);
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//AddUntilStep(() => pausable().ScoreProcessor.TotalScore.Value > 0, "score above zero");
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AddStep("pause", () => pausable().PausableGameplayContainer.Pause());
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AddStep("pause", () => pausable().Pause());
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AddAssert("clock stopped", () => !pausable().GameplayClockContainer.GameplayClock.IsRunning);
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AddAssert("pause overlay shown", () => pausable().PauseOverlayVisible);
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AddStep("resume", () => pausable().PausableGameplayContainer.Resume());
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AddUntilStep(() => pausable().GameplayClockContainer.GameplayClock.IsRunning, "clock started");
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AddStep("resume", () => pausable().Resume());
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AddAssert("pause overlay hidden", () => !pausable().PauseOverlayVisible);
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AddStep("pause too soon", () => pausable().PausableGameplayContainer.Pause());
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AddStep("pause too soon", () => pausable().Pause());
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AddAssert("clock not stopped", () => pausable().GameplayClockContainer.GameplayClock.IsRunning);
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AddAssert("pause overlay hidden", () => !pausable().PauseOverlayVisible);
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AddUntilStep(() => pausable().HasFailed, "wait for fail");
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AddAssert("fail overlay shown", () => pausable().FailOverlayVisible);
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AddStep("try to pause", () => pausable().Pause());
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AddAssert("pause overlay hidden", () => !pausable().PauseOverlayVisible);
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AddAssert("fail overlay still shown", () => pausable().FailOverlayVisible);
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}
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private class PausePlayer : Player
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{
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public new PausableGameplayContainer PausableGameplayContainer => base.PausableGameplayContainer;
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public new GameplayClockContainer GameplayClockContainer => base.GameplayClockContainer;
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public new ScoreProcessor ScoreProcessor => base.ScoreProcessor;
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public bool FailOverlayVisible => FailOverlay.State == Visibility.Visible;
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public bool PauseOverlayVisible => PauseOverlay.State == Visibility.Visible;
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}
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}
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}
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