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Merge pull request #28995 from bdach/swell-editor-test-play
Fix swells not being correctly treated in editor gameplay test
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osu.Game.Rulesets.Taiko.Tests/Editor/TestSceneTaikoEditorTestGameplay.cs
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// Copyright (c) ppy Pty Ltd <[email protected]>. Licensed under the MIT Licence. | ||
// See the LICENCE file in the repository root for full licence text. | ||
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using System.Linq; | ||
using NUnit.Framework; | ||
using osu.Framework.Allocation; | ||
using osu.Framework.Extensions; | ||
using osu.Framework.Testing; | ||
using osu.Game.Beatmaps; | ||
using osu.Game.Rulesets.Taiko.Objects; | ||
using osu.Game.Screens.Edit; | ||
using osu.Game.Screens.Edit.Components.Timelines.Summary; | ||
using osu.Game.Screens.Edit.GameplayTest; | ||
using osu.Game.Storyboards; | ||
using osu.Game.Tests.Beatmaps.IO; | ||
using osu.Game.Tests.Visual; | ||
using osuTK.Input; | ||
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namespace osu.Game.Rulesets.Taiko.Tests.Editor | ||
{ | ||
public partial class TestSceneTaikoEditorTestGameplay : EditorTestScene | ||
{ | ||
protected override bool IsolateSavingFromDatabase => false; | ||
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protected override Ruleset CreateEditorRuleset() => new TaikoRuleset(); | ||
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[Resolved] | ||
private OsuGameBase game { get; set; } = null!; | ||
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[Resolved] | ||
private BeatmapManager beatmaps { get; set; } = null!; | ||
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private BeatmapSetInfo importedBeatmapSet = null!; | ||
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public override void SetUpSteps() | ||
{ | ||
AddStep("import test beatmap", () => importedBeatmapSet = BeatmapImportHelper.LoadOszIntoOsu(game).GetResultSafely()); | ||
base.SetUpSteps(); | ||
} | ||
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protected override WorkingBeatmap CreateWorkingBeatmap(IBeatmap beatmap, Storyboard? storyboard = null) | ||
=> beatmaps.GetWorkingBeatmap(importedBeatmapSet.Beatmaps.First(b => b.Ruleset.OnlineID == 1)); | ||
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[Test] | ||
public void TestBasicGameplayTest() | ||
{ | ||
AddStep("add objects", () => | ||
{ | ||
EditorBeatmap.Clear(); | ||
EditorBeatmap.Add(new Swell { StartTime = 500, EndTime = 1500 }); | ||
EditorBeatmap.Add(new Hit { StartTime = 3000 }); | ||
}); | ||
AddStep("seek to 250", () => EditorClock.Seek(250)); | ||
AddUntilStep("wait for seek", () => EditorClock.CurrentTime, () => Is.EqualTo(250)); | ||
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AddStep("click test gameplay button", () => | ||
{ | ||
var button = Editor.ChildrenOfType<TestGameplayButton>().Single(); | ||
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InputManager.MoveMouseTo(button); | ||
InputManager.Click(MouseButton.Left); | ||
}); | ||
AddUntilStep("save prompt shown", () => DialogOverlay.CurrentDialog is SaveRequiredPopupDialog); | ||
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AddStep("save changes", () => DialogOverlay.CurrentDialog!.PerformOkAction()); | ||
AddUntilStep("player pushed", () => Stack.CurrentScreen is EditorPlayer); | ||
AddUntilStep("wait for return to editor", () => Stack.CurrentScreen is Screens.Edit.Editor); | ||
} | ||
} | ||
} |
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