Merge pull request #15175 from peppy/fail-animation-flash-controlled-by-setting

Don't flash screen red on fail if the user has disabled red tinting
This commit is contained in:
Dan Balasescu
2021-10-18 15:27:10 +09:00
committed by GitHub
3 changed files with 23 additions and 7 deletions

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@ -20,14 +20,15 @@ namespace osu.Game.Tests.Visual.Gameplay
/// </summary>
public abstract class TestSceneAllRulesetPlayers : RateAdjustedBeatmapTestScene
{
protected Player Player;
protected Player Player { get; private set; }
protected OsuConfigManager Config { get; private set; }
[BackgroundDependencyLoader]
private void load(RulesetStore rulesets)
{
OsuConfigManager manager;
Dependencies.Cache(manager = new OsuConfigManager(LocalStorage));
manager.GetBindable<double>(OsuSetting.DimLevel).Value = 1.0;
Dependencies.Cache(Config = new OsuConfigManager(LocalStorage));
Config.GetBindable<double>(OsuSetting.DimLevel).Value = 1.0;
}
[Test]

View File

@ -2,7 +2,9 @@
// See the LICENCE file in the repository root for full licence text.
using System;
using NUnit.Framework;
using osu.Framework.Graphics.Containers;
using osu.Game.Configuration;
using osu.Game.Rulesets;
using osu.Game.Rulesets.Mods;
using osu.Game.Screens.Play;
@ -17,6 +19,14 @@ namespace osu.Game.Tests.Visual.Gameplay
return new FailPlayer();
}
[Test]
public void TestOsuWithoutRedTint()
{
AddStep("Disable red tint", () => Config.SetValue(OsuSetting.FadePlayfieldWhenHealthLow, false));
TestOsu();
AddStep("Enable red tint", () => Config.SetValue(OsuSetting.FadePlayfieldWhenHealthLow, true));
}
protected override void AddCheckSteps()
{
AddUntilStep("wait for fail", () => Player.HasFailed);