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Merge pull request #20354 from peppy/default-skin-refactor
Rename default skin to make way for new version
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@ -1,12 +1,11 @@
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// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
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// See the LICENCE file in the repository root for full licence text.
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#nullable disable
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using NUnit.Framework;
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using osu.Framework.Graphics;
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using osu.Game.Rulesets;
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using osu.Game.Rulesets.Osu;
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using osu.Game.Skinning;
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namespace osu.Game.Tests.Visual.Gameplay
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{
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@ -19,7 +18,7 @@ namespace osu.Game.Tests.Visual.Gameplay
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{
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SetContents(skin =>
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{
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var implementation = skin != null
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var implementation = skin is LegacySkin
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? CreateLegacyImplementation()
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: CreateDefaultImplementation();
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@ -38,7 +38,7 @@ namespace osu.Game.Tests.Visual.Gameplay
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[Test]
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public void TestEmptyLegacyBeatmapSkinFallsBack()
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{
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CreateSkinTest(DefaultSkin.CreateInfo(), () => new LegacyBeatmapSkin(new BeatmapInfo(), null));
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CreateSkinTest(TrianglesSkin.CreateInfo(), () => new LegacyBeatmapSkin(new BeatmapInfo(), null));
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AddUntilStep("wait for hud load", () => Player.ChildrenOfType<SkinnableTargetContainer>().All(c => c.ComponentsLoaded));
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AddAssert("hud from default skin", () => AssertComponentsFromExpectedSource(SkinnableTarget.MainHUDComponents, skinManager.CurrentSkin.Value));
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}
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@ -79,7 +79,7 @@ namespace osu.Game.Tests.Visual.Gameplay
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}
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private TestParticleSpewer createSpewer() =>
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new TestParticleSpewer(skinManager.DefaultLegacySkin.GetTexture("star2"))
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new TestParticleSpewer(skinManager.DefaultClassicSkin.GetTexture("star2"))
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{
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Origin = Anchor.Centre,
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RelativePositionAxes = Axes.Both,
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@ -21,7 +21,7 @@ namespace osu.Game.Tests.Visual.Navigation
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[Test]
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public void TestEditDefaultSkin()
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{
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AddAssert("is default skin", () => skinManager.CurrentSkinInfo.Value.ID == SkinInfo.DEFAULT_SKIN);
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AddAssert("is default skin", () => skinManager.CurrentSkinInfo.Value.ID == SkinInfo.TRIANGLES_SKIN);
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AddStep("open settings", () => { Game.Settings.Show(); });
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@ -32,7 +32,7 @@ namespace osu.Game.Tests.Visual.Navigation
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AddStep("open skin editor", () => skinEditor.Show());
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// Until step required as the skin editor may take time to load (and an extra scheduled frame for the mutable part).
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AddUntilStep("is modified default skin", () => skinManager.CurrentSkinInfo.Value.ID != SkinInfo.DEFAULT_SKIN);
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AddUntilStep("is modified default skin", () => skinManager.CurrentSkinInfo.Value.ID != SkinInfo.TRIANGLES_SKIN);
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AddAssert("is not protected", () => skinManager.CurrentSkinInfo.Value.PerformRead(s => !s.Protected));
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AddUntilStep("export button enabled", () => Game.Settings.ChildrenOfType<SkinSection.ExportSkinButton>().SingleOrDefault()?.Enabled.Value == true);
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