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https://github.com/osukey/osukey.git
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Make some changes, fix and add tests
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@ -3,6 +3,7 @@
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using NUnit.Framework;
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using osu.Framework.Allocation;
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using osu.Framework.Bindables;
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using osu.Framework.Testing;
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using osu.Game.Configuration;
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using osu.Game.Rulesets.Scoring;
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@ -14,6 +15,8 @@ namespace osu.Game.Tests.Visual.Gameplay
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{
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private FailingLayer layer;
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private Bindable<bool> enabledHUD = new Bindable<bool>();
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[Resolved]
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private OsuConfigManager config { get; set; }
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@ -24,8 +27,10 @@ namespace osu.Game.Tests.Visual.Gameplay
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{
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Child = layer = new FailingLayer();
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layer.BindHealthProcessor(new DrainingHealthProcessor(1));
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layer.HUDEnabled.BindTo(enabledHUD);
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});
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AddStep("enable HUDOverlay", () => enabledHUD.Value = true);
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AddStep("enable layer", () => config.Set(OsuSetting.FadePlayfieldWhenHealthLow, true));
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AddUntilStep("layer is visible", () => layer.IsPresent);
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}
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@ -69,5 +74,27 @@ namespace osu.Game.Tests.Visual.Gameplay
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AddWaitStep("wait for potential fade", 10);
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AddAssert("layer is still visible", () => layer.IsPresent);
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}
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[Test]
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public void TestLayerVisibilityWithDifferentOptions()
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{
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AddStep("set health to 0.10", () => layer.Current.Value = 0.1);
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AddStep("disable HUDOverlay", () => enabledHUD.Value = false);
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AddStep("disable FadePlayfieldWhenHealthLow", () => config.Set(OsuSetting.FadePlayfieldWhenHealthLow, false));
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AddUntilStep("layer fade is invisible", () => !layer.IsPresent);
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AddStep("disable HUDOverlay", () => enabledHUD.Value = false);
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AddStep("enable FadePlayfieldWhenHealthLow", () => config.Set(OsuSetting.FadePlayfieldWhenHealthLow, true));
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AddUntilStep("layer fade is invisible", () => !layer.IsPresent);
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AddStep("enable HUDOverlay", () => enabledHUD.Value = true);
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AddStep("disable FadePlayfieldWhenHealthLow", () => config.Set(OsuSetting.FadePlayfieldWhenHealthLow, false));
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AddUntilStep("layer fade is invisible", () => !layer.IsPresent);
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AddStep("enable HUDOverlay", () => enabledHUD.Value = true);
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AddStep("enable FadePlayfieldWhenHealthLow", () => config.Set(OsuSetting.FadePlayfieldWhenHealthLow, true));
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AddUntilStep("layer fade is visible", () => layer.IsPresent);
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}
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}
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}
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