Files
mrgameeng/tests/MrGameEng.Core.Tests/SceneTransitionTests.cs
T
Leonid PershinandClaude Fable 5 2b7d4c4fef Add scene transitions (fade, wipe) to SceneManager
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>
2026-06-11 04:27:54 +03:00

109 lines
3.3 KiB
C#

using MrGameEng.Core;
using Xunit;
namespace MrGameEng.Core.Tests;
public class SceneTransitionTests
{
private sealed class TrackingScene : Scene
{
public int LoadCount;
public int UnloadCount;
protected override void OnLoad() => LoadCount++;
protected override void OnUnload() => UnloadCount++;
}
private static void Tick(EngineContext context, float seconds)
{
context.Clock.Advance(seconds);
context.Scenes.Update(context.Clock);
}
[Fact]
public void TransitionSwitch_KeepsOldScene_UntilFullyCovered()
{
var context = new EngineContext();
var first = new TrackingScene();
var second = new TrackingScene();
context.Scenes.Switch(first);
Tick(context, 0.016f);
// Fade(1.0) → фаза закрытия 0.5 c, фаза открытия 0.5 c.
context.Scenes.Switch(second, Transition.Fade(1f));
Tick(context, 0.2f);
Assert.True(context.Scenes.IsTransitioning);
Assert.Same(first, context.Scenes.Current);
Assert.Equal(0, second.LoadCount);
Tick(context, 0.4f); // суммарно 0.6 > 0.5 — экран закрыт, своп произошёл
Assert.Same(second, context.Scenes.Current);
Assert.Equal(1, first.UnloadCount);
Assert.Equal(1, second.LoadCount);
Assert.True(context.Scenes.IsTransitioning); // идёт фаза открытия
Tick(context, 0.6f); // открытие завершено
Assert.False(context.Scenes.IsTransitioning);
Assert.Same(second, context.Scenes.Current);
}
[Fact]
public void Transition_UsesUnscaledTime_WorksWhilePaused()
{
var context = new EngineContext();
var first = new TrackingScene();
var second = new TrackingScene();
context.Scenes.Switch(first);
Tick(context, 0.016f);
context.Clock.TimeScale = 0f; // игра на паузе
context.Scenes.Switch(second, Transition.Fade(0.2f));
Tick(context, 0.15f);
Tick(context, 0.15f);
Assert.Same(second, context.Scenes.Current);
Assert.False(context.Scenes.IsTransitioning);
}
[Fact]
public void SwitchDuringTransition_ReplacesPendingTarget()
{
var context = new EngineContext();
var first = new TrackingScene();
var second = new TrackingScene();
var third = new TrackingScene();
context.Scenes.Switch(first);
Tick(context, 0.016f);
context.Scenes.Switch(second, Transition.Fade(1f));
Tick(context, 0.1f);
context.Scenes.Switch(third); // передумали, пока экран закрывается
Tick(context, 0.5f);
Assert.Same(third, context.Scenes.Current);
Assert.Equal(0, second.LoadCount);
}
[Fact]
public void ZeroDurationTransition_SwapsOnNextUpdates()
{
var context = new EngineContext();
var first = new TrackingScene();
var second = new TrackingScene();
context.Scenes.Switch(first);
Tick(context, 0.016f);
context.Scenes.Switch(second, Transition.Fade(0f));
Tick(context, 0.016f);
Tick(context, 0.016f);
Assert.Same(second, context.Scenes.Current);
Assert.False(context.Scenes.IsTransitioning);
}
}