diff --git a/osu.Game.Rulesets.Osu.Tests/TestSceneSliderSnaking.cs b/osu.Game.Rulesets.Osu.Tests/TestSceneSliderSnaking.cs index 19b05f6b51..e26a91eb0e 100644 --- a/osu.Game.Rulesets.Osu.Tests/TestSceneSliderSnaking.cs +++ b/osu.Game.Rulesets.Osu.Tests/TestSceneSliderSnaking.cs @@ -59,8 +59,6 @@ namespace osu.Game.Rulesets.Osu.Tests } private DrawableSlider slider; - private DrawableSliderRepeat repeat; - private Vector2 savedVector; [SetUpSteps] public override void SetUpSteps() { } @@ -112,31 +110,24 @@ namespace osu.Game.Rulesets.Osu.Tests } } - [TestCase(true)] - [TestCase(false)] - public void TestArrowMovement(bool isHit) + [Test] + public void TestRepeatArrowDoesNotMoveWhenHit() { - AddStep($"{(isHit ? "enable" : "disable")} autoplay", () => autoplay = isHit); + AddStep("enable autoplay", () => autoplay = true); setSnaking(true); base.SetUpSteps(); - addSeekStep(16500); - AddStep("retrieve 2nd slider repeat", () => - { - var drawable = Player.DrawableRuleset.Playfield.AllHitObjects.ElementAt(1); - repeat = drawable.ChildrenOfType>().First().Children.First(); - }); - AddStep("Save repeat vector", () => savedVector = repeat.Position); - addSeekStep(16700); + checkPositionChange(16600, sliderRepeat, positionAlmostSame); + } - AddAssert($"Repeat vector {(isHit ? "is same" : "decreased")}", () => - { - if (isHit) - // Precision.AlmostEquals is used because repeat might have a chance to update its position depending on where in the frame its hit - return Precision.AlmostEquals(savedVector, repeat.Position, 1); + [Test] + public void TestRepeatArrowMovesWhenNotHit() + { + AddStep("disable autoplay", () => autoplay = false); + setSnaking(true); + base.SetUpSteps(); - return repeat.X < savedVector.X && repeat.Y < savedVector.Y; - }); + checkPositionChange(16600, sliderRepeat, positionDecreased); } private void retrieveSlider(int index) => AddStep($"retrieve {(index + 1).ToOrdinalWords()} slider", () => @@ -166,10 +157,17 @@ namespace osu.Game.Rulesets.Osu.Tests private List sliderCurve => ((PlaySliderBody)slider.Body.Drawable).CurrentCurve; private Vector2 sliderStart() => sliderCurve.First(); private Vector2 sliderEnd() => sliderCurve.Last(); + private Vector2 sliderRepeat() + { + var drawable = Player.DrawableRuleset.Playfield.AllHitObjects.ElementAt(1); + var repeat = drawable.ChildrenOfType>().First().Children.First(); + return repeat.Position; + } private bool positionRemainsSame(Vector2 previous, Vector2 current) => previous == current; private bool positionIncreased(Vector2 previous, Vector2 current) => current.X > previous.X && current.Y > previous.Y; private bool positionDecreased(Vector2 previous, Vector2 current) => current.X < previous.X && current.Y < previous.Y; + private bool positionAlmostSame(Vector2 previous, Vector2 current) => Precision.AlmostEquals(previous, current, 1); private void checkPositionChange(double startTime, Func positionToCheck, Func positionAssertion) {