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61 changes: 61 additions & 0 deletions
61
osu.Game.Rulesets.Sentakki.Tests/Statistics/TestSceneJudgementChart.cs
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using NUnit.Framework; | ||
using osu.Game.Rulesets.Scoring; | ||
using osu.Game.Rulesets.Sentakki.Statistics; | ||
using osu.Game.Rulesets.Sentakki.Objects; | ||
using osu.Game.Tests.Visual; | ||
using System.Collections.Generic; | ||
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||
namespace osu.Game.Rulesets.Sentakki.Tests.Statistics | ||
{ | ||
[TestFixture] | ||
public class TestSceneJudgementChart : OsuTestScene | ||
{ | ||
private List<HitEvent> testevents = new List<HitEvent> | ||
{ | ||
// Tap | ||
new HitEvent(0,HitResult.Perfect,new Tap(),new Tap(), null), | ||
new HitEvent(0,HitResult.Perfect,new Tap(),new Tap(), null), | ||
new HitEvent(0,HitResult.Perfect,new Tap(),new Tap(), null), | ||
new HitEvent(0,HitResult.Perfect,new Tap(),new Tap(), null), | ||
new HitEvent(0,HitResult.Perfect,new Tap(),new Tap(), null), | ||
new HitEvent(0,HitResult.Perfect,new Tap(),new Tap(), null), | ||
new HitEvent(0,HitResult.Good,new Tap(),new Tap(), null), | ||
new HitEvent(0,HitResult.Good,new Tap(),new Tap(), null), | ||
new HitEvent(0,HitResult.Good,new Tap(),new Tap(), null), | ||
new HitEvent(0,HitResult.Good,new Tap(),new Tap(), null), | ||
new HitEvent(0,HitResult.Good,new Tap(),new Tap(), null), | ||
new HitEvent(0,HitResult.Meh,new Tap(),new Tap(), null), | ||
new HitEvent(0,HitResult.Meh,new Tap(),new Tap(), null), | ||
new HitEvent(0,HitResult.Meh,new Tap(),new Tap(), null), | ||
new HitEvent(0,HitResult.Miss,new Tap(),new Tap(), null), | ||
new HitEvent(0,HitResult.Miss,new Tap(),new Tap(), null), | ||
// Holds | ||
new HitEvent(0,HitResult.Perfect,new Hold.HoldHead(),new Tap(), null), | ||
new HitEvent(0,HitResult.Perfect,new Hold.HoldTail(),new Tap(), null), | ||
// Touch | ||
new HitEvent(0,HitResult.Good,new Touch(),new Tap(), null), | ||
new HitEvent(0,HitResult.Good,new Touch(),new Tap(), null), | ||
new HitEvent(0,HitResult.Good,new Touch(),new Tap(), null), | ||
new HitEvent(0,HitResult.Good,new Touch(),new Tap(), null), | ||
new HitEvent(0,HitResult.Meh,new Touch(),new Tap(), null), | ||
new HitEvent(0,HitResult.Meh,new Touch(),new Tap(), null), | ||
new HitEvent(0,HitResult.Meh,new Touch(),new Tap(), null), | ||
new HitEvent(0,HitResult.Miss,new Touch(),new Tap(), null), | ||
new HitEvent(0,HitResult.Miss,new Touch(),new Tap(), null), | ||
new HitEvent(0,HitResult.Perfect,new Touch(),new Tap(), null), | ||
new HitEvent(0,HitResult.Perfect,new Touch(),new Tap(), null), | ||
// Breaks | ||
new HitEvent(0,HitResult.Perfect,new Tap(){IsBreak = true},new Tap(), null), | ||
new HitEvent(0,HitResult.Good,new Tap(){IsBreak = true},new Tap(), null), | ||
new HitEvent(0,HitResult.Good,new Tap(){IsBreak = true},new Tap(), null), | ||
new HitEvent(0,HitResult.Good,new Tap(){IsBreak = true},new Tap(), null), | ||
new HitEvent(0,HitResult.Good,new Tap(){IsBreak = true},new Tap(), null), | ||
new HitEvent(0,HitResult.Good,new Tap(){IsBreak = true},new Tap(), null), | ||
new HitEvent(0,HitResult.Meh,new Tap(){IsBreak = true},new Tap(), null), | ||
}; | ||
public TestSceneJudgementChart() | ||
{ | ||
Add(new JudgementChart(testevents)); | ||
} | ||
} | ||
} |
31 changes: 31 additions & 0 deletions
31
osu.Game.Rulesets.Sentakki.Tests/UI/TestSceneResumeOverlay.cs
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using osu.Framework.Graphics; | ||
using osu.Framework.Graphics.Containers; | ||
using osu.Framework.Graphics.Cursor; | ||
using osu.Game.Rulesets.Sentakki.UI; | ||
using osu.Game.Screens.Play; | ||
using osu.Game.Tests.Visual; | ||
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namespace osu.Game.Rulesets.Sentakki.Tests.UI | ||
{ | ||
public class TestSceneResumeOverlay : OsuTestScene | ||
{ | ||
public TestSceneResumeOverlay() | ||
{ | ||
CursorContainer cursor; | ||
ResumeOverlay resume; | ||
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Children = new Drawable[] | ||
{ | ||
cursor = new CursorContainer(), | ||
resume = new SentakkiResumeOverlay | ||
{ | ||
GameplayCursor = cursor | ||
} | ||
}; | ||
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AddStep("Show ResumeOverlay", () => resume.Show()); | ||
AddAssert("Is overlay shown?", () => resume.State.Value == Visibility.Visible); | ||
AddUntilStep("Wait for countdown to end", () => resume.State.Value == Visibility.Hidden); | ||
} | ||
} | ||
} |
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