Switch(scene, transition) covers the old scene, swaps at full coverage (hiding slow OnLoad), then reveals the new one. Built-in Fade and Wipe transitions draw through TransitionRenderer (BasicEffect quad, no SpriteBatch); custom transitions subclass Transition. Runs on unscaled time so it works while gameplay is paused; Switch during a transition replaces the pending target. Sample: Tab now fades into the stress scene and wipes back. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
109 lines
3.3 KiB
C#
109 lines
3.3 KiB
C#
using MrGameEng.Core;
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using Xunit;
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namespace MrGameEng.Core.Tests;
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public class SceneTransitionTests
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{
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private sealed class TrackingScene : Scene
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{
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public int LoadCount;
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public int UnloadCount;
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protected override void OnLoad() => LoadCount++;
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protected override void OnUnload() => UnloadCount++;
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}
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private static void Tick(EngineContext context, float seconds)
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{
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context.Clock.Advance(seconds);
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context.Scenes.Update(context.Clock);
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}
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[Fact]
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public void TransitionSwitch_KeepsOldScene_UntilFullyCovered()
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{
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var context = new EngineContext();
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var first = new TrackingScene();
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var second = new TrackingScene();
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context.Scenes.Switch(first);
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Tick(context, 0.016f);
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// Fade(1.0) → фаза закрытия 0.5 c, фаза открытия 0.5 c.
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context.Scenes.Switch(second, Transition.Fade(1f));
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Tick(context, 0.2f);
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Assert.True(context.Scenes.IsTransitioning);
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Assert.Same(first, context.Scenes.Current);
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Assert.Equal(0, second.LoadCount);
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Tick(context, 0.4f); // суммарно 0.6 > 0.5 — экран закрыт, своп произошёл
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Assert.Same(second, context.Scenes.Current);
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Assert.Equal(1, first.UnloadCount);
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Assert.Equal(1, second.LoadCount);
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Assert.True(context.Scenes.IsTransitioning); // идёт фаза открытия
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Tick(context, 0.6f); // открытие завершено
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Assert.False(context.Scenes.IsTransitioning);
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Assert.Same(second, context.Scenes.Current);
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}
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[Fact]
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public void Transition_UsesUnscaledTime_WorksWhilePaused()
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{
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var context = new EngineContext();
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var first = new TrackingScene();
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var second = new TrackingScene();
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context.Scenes.Switch(first);
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Tick(context, 0.016f);
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context.Clock.TimeScale = 0f; // игра на паузе
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context.Scenes.Switch(second, Transition.Fade(0.2f));
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Tick(context, 0.15f);
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Tick(context, 0.15f);
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Assert.Same(second, context.Scenes.Current);
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Assert.False(context.Scenes.IsTransitioning);
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}
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[Fact]
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public void SwitchDuringTransition_ReplacesPendingTarget()
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{
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var context = new EngineContext();
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var first = new TrackingScene();
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var second = new TrackingScene();
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var third = new TrackingScene();
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context.Scenes.Switch(first);
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Tick(context, 0.016f);
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context.Scenes.Switch(second, Transition.Fade(1f));
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Tick(context, 0.1f);
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context.Scenes.Switch(third); // передумали, пока экран закрывается
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Tick(context, 0.5f);
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Assert.Same(third, context.Scenes.Current);
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Assert.Equal(0, second.LoadCount);
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}
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[Fact]
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public void ZeroDurationTransition_SwapsOnNextUpdates()
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{
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var context = new EngineContext();
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var first = new TrackingScene();
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var second = new TrackingScene();
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context.Scenes.Switch(first);
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Tick(context, 0.016f);
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context.Scenes.Switch(second, Transition.Fade(0f));
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Tick(context, 0.016f);
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Tick(context, 0.016f);
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Assert.Same(second, context.Scenes.Current);
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Assert.False(context.Scenes.IsTransitioning);
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}
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}
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