mirror of
https://github.com/osukey/osukey.git
synced 2025-08-04 07:06:35 +09:00
Merge branch 'skin-components-bind-outwards' into skin-components-bind-outwards-accuracy
This commit is contained in:
36
osu.Game.Tests/Visual/Gameplay/TestSceneSkinEditor.cs
Normal file
36
osu.Game.Tests/Visual/Gameplay/TestSceneSkinEditor.cs
Normal file
@ -0,0 +1,36 @@
|
||||
// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
|
||||
// See the LICENCE file in the repository root for full licence text.
|
||||
|
||||
using NUnit.Framework;
|
||||
using osu.Framework.Testing;
|
||||
using osu.Game.Rulesets;
|
||||
using osu.Game.Rulesets.Osu;
|
||||
using osu.Game.Skinning.Editor;
|
||||
|
||||
namespace osu.Game.Tests.Visual.Gameplay
|
||||
{
|
||||
public class TestSceneSkinEditor : PlayerTestScene
|
||||
{
|
||||
private SkinEditor skinEditor;
|
||||
|
||||
[SetUpSteps]
|
||||
public override void SetUpSteps()
|
||||
{
|
||||
base.SetUpSteps();
|
||||
|
||||
AddStep("add editor overlay", () =>
|
||||
{
|
||||
skinEditor?.Expire();
|
||||
LoadComponentAsync(skinEditor = new SkinEditor(Player), Add);
|
||||
});
|
||||
}
|
||||
|
||||
[Test]
|
||||
public void TestToggleEditor()
|
||||
{
|
||||
AddToggleStep("toggle editor visibility", visible => skinEditor.ToggleVisibility());
|
||||
}
|
||||
|
||||
protected override Ruleset CreatePlayerRuleset() => new OsuRuleset();
|
||||
}
|
||||
}
|
@ -0,0 +1,61 @@
|
||||
// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
|
||||
// See the LICENCE file in the repository root for full licence text.
|
||||
|
||||
using System;
|
||||
using osu.Framework.Graphics;
|
||||
using osu.Framework.Graphics.Containers;
|
||||
using osu.Framework.Testing;
|
||||
using osu.Game.Rulesets;
|
||||
using osu.Game.Rulesets.Mods;
|
||||
using osu.Game.Rulesets.Osu;
|
||||
using osu.Game.Rulesets.Scoring;
|
||||
using osu.Game.Screens.Play;
|
||||
using osu.Game.Skinning.Editor;
|
||||
using osuTK.Input;
|
||||
|
||||
namespace osu.Game.Tests.Visual.Gameplay
|
||||
{
|
||||
public class TestSceneSkinEditorMultipleSkins : SkinnableTestScene
|
||||
{
|
||||
[SetUpSteps]
|
||||
public void SetUpSteps()
|
||||
{
|
||||
AddStep("create editor overlay", () =>
|
||||
{
|
||||
SetContents(() =>
|
||||
{
|
||||
var ruleset = new OsuRuleset();
|
||||
var working = CreateWorkingBeatmap(ruleset.RulesetInfo);
|
||||
var beatmap = working.GetPlayableBeatmap(ruleset.RulesetInfo);
|
||||
|
||||
ScoreProcessor scoreProcessor = new ScoreProcessor();
|
||||
|
||||
var drawableRuleset = ruleset.CreateDrawableRulesetWith(beatmap);
|
||||
|
||||
var hudOverlay = new HUDOverlay(scoreProcessor, null, drawableRuleset, Array.Empty<Mod>())
|
||||
{
|
||||
Anchor = Anchor.Centre,
|
||||
Origin = Anchor.Centre,
|
||||
};
|
||||
|
||||
// Add any key just to display the key counter visually.
|
||||
hudOverlay.KeyCounter.Add(new KeyCounterKeyboard(Key.Space));
|
||||
hudOverlay.ComboCounter.Current.Value = 1;
|
||||
|
||||
return new Container
|
||||
{
|
||||
RelativeSizeAxes = Axes.Both,
|
||||
Children = new Drawable[]
|
||||
{
|
||||
drawableRuleset,
|
||||
hudOverlay,
|
||||
new SkinEditor(hudOverlay),
|
||||
}
|
||||
};
|
||||
});
|
||||
});
|
||||
}
|
||||
|
||||
protected override Ruleset CreateRulesetForSkinProvider() => new OsuRuleset();
|
||||
}
|
||||
}
|
191
osu.Game.Tests/Visual/Gameplay/TestSceneStoryboardWithOutro.cs
Normal file
191
osu.Game.Tests/Visual/Gameplay/TestSceneStoryboardWithOutro.cs
Normal file
@ -0,0 +1,191 @@
|
||||
// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
|
||||
// See the LICENCE file in the repository root for full licence text.
|
||||
|
||||
using System;
|
||||
using System.Linq;
|
||||
using System.Threading.Tasks;
|
||||
using NUnit.Framework;
|
||||
using osu.Framework.Graphics;
|
||||
using osu.Framework.Graphics.Containers;
|
||||
using osu.Framework.Screens;
|
||||
using osu.Framework.Testing;
|
||||
using osu.Game.Beatmaps;
|
||||
using osu.Game.Configuration;
|
||||
using osu.Game.Rulesets;
|
||||
using osu.Game.Rulesets.Judgements;
|
||||
using osu.Game.Rulesets.Osu;
|
||||
using osu.Game.Rulesets.Osu.Objects;
|
||||
using osu.Game.Rulesets.Scoring;
|
||||
using osu.Game.Scoring;
|
||||
using osu.Game.Screens.Play;
|
||||
using osu.Game.Screens.Ranking;
|
||||
using osu.Game.Storyboards;
|
||||
using osuTK;
|
||||
|
||||
namespace osu.Game.Tests.Visual.Gameplay
|
||||
{
|
||||
public class TestSceneStoryboardWithOutro : PlayerTestScene
|
||||
{
|
||||
protected override bool HasCustomSteps => true;
|
||||
|
||||
protected new OutroPlayer Player => (OutroPlayer)base.Player;
|
||||
|
||||
private double currentStoryboardDuration;
|
||||
|
||||
private bool showResults = true;
|
||||
|
||||
private event Func<HealthProcessor, JudgementResult, bool> currentFailConditions;
|
||||
|
||||
[SetUpSteps]
|
||||
public override void SetUpSteps()
|
||||
{
|
||||
base.SetUpSteps();
|
||||
AddStep("enable storyboard", () => LocalConfig.SetValue(OsuSetting.ShowStoryboard, true));
|
||||
AddStep("set dim level to 0", () => LocalConfig.SetValue<double>(OsuSetting.DimLevel, 0));
|
||||
AddStep("reset fail conditions", () => currentFailConditions = (_, __) => false);
|
||||
AddStep("set storyboard duration to 2s", () => currentStoryboardDuration = 2000);
|
||||
AddStep("set ShowResults = true", () => showResults = true);
|
||||
}
|
||||
|
||||
[Test]
|
||||
public void TestStoryboardSkipOutro()
|
||||
{
|
||||
CreateTest(null);
|
||||
AddUntilStep("completion set by processor", () => Player.ScoreProcessor.HasCompleted.Value);
|
||||
AddStep("skip outro", () => InputManager.Key(osuTK.Input.Key.Space));
|
||||
AddAssert("score shown", () => Player.IsScoreShown);
|
||||
}
|
||||
|
||||
[Test]
|
||||
public void TestStoryboardNoSkipOutro()
|
||||
{
|
||||
CreateTest(null);
|
||||
AddUntilStep("storyboard ends", () => Player.GameplayClockContainer.GameplayClock.CurrentTime >= currentStoryboardDuration);
|
||||
AddUntilStep("wait for score shown", () => Player.IsScoreShown);
|
||||
}
|
||||
|
||||
[Test]
|
||||
public void TestStoryboardExitToSkipOutro()
|
||||
{
|
||||
CreateTest(null);
|
||||
AddUntilStep("completion set by processor", () => Player.ScoreProcessor.HasCompleted.Value);
|
||||
AddStep("exit via pause", () => Player.ExitViaPause());
|
||||
AddAssert("score shown", () => Player.IsScoreShown);
|
||||
}
|
||||
|
||||
[TestCase(false)]
|
||||
[TestCase(true)]
|
||||
public void TestStoryboardToggle(bool enabledAtBeginning)
|
||||
{
|
||||
CreateTest(null);
|
||||
AddStep($"{(enabledAtBeginning ? "enable" : "disable")} storyboard", () => LocalConfig.SetValue(OsuSetting.ShowStoryboard, enabledAtBeginning));
|
||||
AddStep("toggle storyboard", () => LocalConfig.SetValue(OsuSetting.ShowStoryboard, !enabledAtBeginning));
|
||||
AddUntilStep("wait for score shown", () => Player.IsScoreShown);
|
||||
}
|
||||
|
||||
[Test]
|
||||
public void TestOutroEndsDuringFailAnimation()
|
||||
{
|
||||
CreateTest(() =>
|
||||
{
|
||||
AddStep("fail on first judgement", () => currentFailConditions = (_, __) => true);
|
||||
AddStep("set storyboard duration to 1.3s", () => currentStoryboardDuration = 1300);
|
||||
});
|
||||
AddUntilStep("wait for fail", () => Player.HasFailed);
|
||||
AddUntilStep("storyboard ends", () => Player.GameplayClockContainer.GameplayClock.CurrentTime >= currentStoryboardDuration);
|
||||
AddUntilStep("wait for fail overlay", () => Player.FailOverlay.State.Value == Visibility.Visible);
|
||||
}
|
||||
|
||||
[Test]
|
||||
public void TestShowResultsFalse()
|
||||
{
|
||||
CreateTest(() =>
|
||||
{
|
||||
AddStep("set ShowResults = false", () => showResults = false);
|
||||
});
|
||||
AddUntilStep("storyboard ends", () => Player.GameplayClockContainer.GameplayClock.CurrentTime >= currentStoryboardDuration);
|
||||
AddWaitStep("wait", 10);
|
||||
AddAssert("no score shown", () => !Player.IsScoreShown);
|
||||
}
|
||||
|
||||
[Test]
|
||||
public void TestStoryboardEndsBeforeCompletion()
|
||||
{
|
||||
CreateTest(() => AddStep("set storyboard duration to .1s", () => currentStoryboardDuration = 100));
|
||||
AddUntilStep("storyboard ends", () => Player.GameplayClockContainer.GameplayClock.CurrentTime >= currentStoryboardDuration);
|
||||
AddUntilStep("completion set by processor", () => Player.ScoreProcessor.HasCompleted.Value);
|
||||
AddUntilStep("wait for score shown", () => Player.IsScoreShown);
|
||||
}
|
||||
|
||||
[Test]
|
||||
public void TestStoryboardRewind()
|
||||
{
|
||||
SkipOverlay.FadeContainer fadeContainer() => Player.ChildrenOfType<SkipOverlay.FadeContainer>().First();
|
||||
|
||||
CreateTest(null);
|
||||
AddUntilStep("completion set by processor", () => Player.ScoreProcessor.HasCompleted.Value);
|
||||
AddUntilStep("skip overlay content becomes visible", () => fadeContainer().State == Visibility.Visible);
|
||||
|
||||
AddStep("rewind", () => Player.GameplayClockContainer.Seek(-1000));
|
||||
AddUntilStep("skip overlay content not visible", () => fadeContainer().State == Visibility.Hidden);
|
||||
|
||||
AddUntilStep("skip overlay content becomes visible", () => fadeContainer().State == Visibility.Visible);
|
||||
AddUntilStep("storyboard ends", () => Player.GameplayClockContainer.GameplayClock.CurrentTime >= currentStoryboardDuration);
|
||||
}
|
||||
|
||||
protected override bool AllowFail => true;
|
||||
|
||||
protected override Ruleset CreatePlayerRuleset() => new OsuRuleset();
|
||||
|
||||
protected override TestPlayer CreatePlayer(Ruleset ruleset) => new OutroPlayer(currentFailConditions, showResults);
|
||||
|
||||
protected override IBeatmap CreateBeatmap(RulesetInfo ruleset)
|
||||
{
|
||||
var beatmap = new Beatmap();
|
||||
beatmap.HitObjects.Add(new HitCircle());
|
||||
return beatmap;
|
||||
}
|
||||
|
||||
protected override WorkingBeatmap CreateWorkingBeatmap(IBeatmap beatmap, Storyboard storyboard = null)
|
||||
{
|
||||
return base.CreateWorkingBeatmap(beatmap, createStoryboard(currentStoryboardDuration));
|
||||
}
|
||||
|
||||
private Storyboard createStoryboard(double duration)
|
||||
{
|
||||
var storyboard = new Storyboard();
|
||||
var sprite = new StoryboardSprite("unknown", Anchor.TopLeft, Vector2.Zero);
|
||||
sprite.TimelineGroup.Alpha.Add(Easing.None, 0, duration, 1, 0);
|
||||
storyboard.GetLayer("Background").Add(sprite);
|
||||
return storyboard;
|
||||
}
|
||||
|
||||
protected class OutroPlayer : TestPlayer
|
||||
{
|
||||
public void ExitViaPause() => PerformExit(true);
|
||||
|
||||
public new FailOverlay FailOverlay => base.FailOverlay;
|
||||
|
||||
public bool IsScoreShown => !this.IsCurrentScreen() && this.GetChildScreen() is ResultsScreen;
|
||||
|
||||
private event Func<HealthProcessor, JudgementResult, bool> failConditions;
|
||||
|
||||
public OutroPlayer(Func<HealthProcessor, JudgementResult, bool> failConditions, bool showResults = true)
|
||||
: base(false, showResults)
|
||||
{
|
||||
this.failConditions = failConditions;
|
||||
}
|
||||
|
||||
protected override void LoadComplete()
|
||||
{
|
||||
base.LoadComplete();
|
||||
HealthProcessor.FailConditions += failConditions;
|
||||
}
|
||||
|
||||
protected override Task ImportScore(Score score)
|
||||
{
|
||||
return Task.CompletedTask;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
Reference in New Issue
Block a user