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Make KeyCounter stop counting during breaks
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@ -24,10 +24,17 @@ namespace osu.Game.Tests.Visual.Gameplay
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protected override void AddCheckSteps()
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{
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AddUntilStep("score above zero", () => ((ScoreAccessiblePlayer)Player).ScoreProcessor.TotalScore.Value > 0);
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AddUntilStep("key counter counted keys", () => ((ScoreAccessiblePlayer)Player).HUDOverlay.KeyCounter.Children.Any(kc => kc.CountPresses > 2));
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AddStep("rewind", () => track.Seek(-10000));
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AddUntilStep("key counter reset", () => ((ScoreAccessiblePlayer)Player).HUDOverlay.KeyCounter.Children.All(kc => kc.CountPresses == 0));
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ScoreAccessiblePlayer scoreAccessiblePlayer = null;
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AddUntilStep("player loaded", () => (scoreAccessiblePlayer = (ScoreAccessiblePlayer)Player) != null);
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AddUntilStep("score above zero", () => scoreAccessiblePlayer.ScoreProcessor.TotalScore.Value > 0);
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AddUntilStep("key counter counted keys", () => scoreAccessiblePlayer.HUDOverlay.KeyCounter.Children.Any(kc => kc.CountPresses > 2));
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AddStep("seek to break time", () => scoreAccessiblePlayer.GameplayClockContainer.Seek(scoreAccessiblePlayer.BreakOverlay.Breaks.First().StartTime));
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AddUntilStep("wait for seek to complete", () =>
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scoreAccessiblePlayer.HUDOverlay.Progress.ReferenceClock.CurrentTime >= scoreAccessiblePlayer.BreakOverlay.Breaks.First().StartTime);
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AddAssert("test keys not counting", () => !scoreAccessiblePlayer.HUDOverlay.KeyCounter.IsCounting);
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AddStep("rewind", () => scoreAccessiblePlayer.GameplayClockContainer.Seek(-80000));
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AddUntilStep("key counter reset", () => scoreAccessiblePlayer.HUDOverlay.KeyCounter.Children.All(kc => kc.CountPresses == 0));
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}
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protected override WorkingBeatmap CreateWorkingBeatmap(IBeatmap beatmap, Storyboard storyboard = null)
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@ -43,6 +50,7 @@ namespace osu.Game.Tests.Visual.Gameplay
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{
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public new ScoreProcessor ScoreProcessor => base.ScoreProcessor;
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public new HUDOverlay HUDOverlay => base.HUDOverlay;
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public new BreakOverlay BreakOverlay => base.BreakOverlay;
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public new GameplayClockContainer GameplayClockContainer => base.GameplayClockContainer;
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