- item_tooltip_view.gd: 新增 avoid_rect 属性,tooltip 与装备窗口重叠时自动推到左侧 - inventory_ui.gd: 悬停装备时传入窗口矩形作为避让区域 - 包含其他累积的功能开发和测试文件
180 lines
7.5 KiB
GDScript
180 lines
7.5 KiB
GDScript
# bgm_test —— §9.1 地图 BGM 选曲 + §9.2 前后台音量存/恢复的 headless 自检。
|
||
# godot --headless --path project --script bgm_test.gd
|
||
# exit 0 = pass。
|
||
extends SceneTree
|
||
|
||
const BgmDirector = preload("res://bgm_director.gd")
|
||
const Audio = preload("res://audio.gd")
|
||
const AppLifecycle = preload("res://app_lifecycle.gd")
|
||
const MusicInfo = preload("res://musicinfo.gd")
|
||
|
||
const DEFAULT_VOL := 1.0 / 5.0 * 0.1 # 0.02
|
||
|
||
# 假 M2Client:只发 §9.1 关心的两个信号。
|
||
class FakeClient extends Node:
|
||
signal bgm_changed(name: String, volume: float)
|
||
signal world_reset()
|
||
|
||
# 假 Audio:记录 play_bgm / stop_bgm 调用与音量,够 director 断言用。
|
||
class FakeAudio extends Node:
|
||
var master_bgm := 0.6
|
||
var master_sfx := 0.9
|
||
var _bgm_name := ""
|
||
var played: Array[String] = []
|
||
var stopped := 0
|
||
func play_bgm(name: String, _fade := 1.2) -> void:
|
||
if name == _bgm_name:
|
||
return
|
||
_bgm_name = name
|
||
played.append(name)
|
||
func stop_bgm(_fade := 1.0) -> void:
|
||
_bgm_name = ""
|
||
stopped += 1
|
||
func set_music_volume(v: float) -> void:
|
||
master_bgm = clampf(v, 0.0, 1.0)
|
||
func set_sound_volume(v: float) -> void:
|
||
master_sfx = clampf(v, 0.0, 1.0)
|
||
|
||
var _fail := 0
|
||
func _ck(c: bool, m: String) -> void:
|
||
if not c:
|
||
_fail += 1
|
||
printerr("FAIL: " + m)
|
||
|
||
func _init() -> void:
|
||
_test_select_server_volume()
|
||
_test_select_default_volume()
|
||
_test_select_empty_falls_back()
|
||
_test_world_reset_reruns()
|
||
_test_musicinfo_lastplay_roundtrip()
|
||
_test_background_save_restore()
|
||
_test_window_focus_save_restore()
|
||
if _fail == 0:
|
||
print("PASS: bgm_test (§9.1 map BGM select + §9.2 volume save/restore)")
|
||
quit(0)
|
||
else:
|
||
printerr("%d check(s) failed" % _fail)
|
||
quit(1)
|
||
|
||
func _mk_director() -> Array:
|
||
var client := FakeClient.new()
|
||
var audio := FakeAudio.new()
|
||
var bd := BgmDirector.new()
|
||
get_root().add_child(client)
|
||
get_root().add_child(audio)
|
||
get_root().add_child(bd)
|
||
bd.bind(client, audio)
|
||
return [client, audio, bd]
|
||
|
||
# §9.1:服务端给了名字 + 音量 -> 用服务端音量并播放该曲。
|
||
func _test_select_server_volume() -> void:
|
||
var t := _mk_director()
|
||
var client: FakeClient = t[0]
|
||
var audio: FakeAudio = t[1]
|
||
client.bgm_changed.emit("pvp_bgm.mp3", 0.5)
|
||
_ck(audio.played == ["pvp_bgm.mp3"], "server name played, got %s" % [audio.played])
|
||
_ck(is_equal_approx(audio.master_bgm, 0.5), "server volume applied, got %f" % audio.master_bgm)
|
||
_ck(audio.stopped == 0, "no stop_bgm on server-provided track")
|
||
t[0].free(); t[1].free(); t[2].free()
|
||
|
||
# §9.1:服务端给了名字但音量 <0(GC_MAIN_CHARACTER3_BGM,未收 BGM4)-> 默认 0.02。
|
||
func _test_select_default_volume() -> void:
|
||
var t := _mk_director()
|
||
var client: FakeClient = t[0]
|
||
var audio: FakeAudio = t[1]
|
||
client.bgm_changed.emit("field_a.mp3", -1.0)
|
||
_ck(audio.played == ["field_a.mp3"], "name played on unspecified volume, got %s" % [audio.played])
|
||
_ck(is_equal_approx(audio.master_bgm, DEFAULT_VOL), "default 0.02 applied, got %f" % audio.master_bgm)
|
||
t[0].free(); t[1].free(); t[2].free()
|
||
|
||
# §9.1:服务端名为空 -> 回落 musicInfo.fieldMusic(METIN2THEMA = "M2BG.mp3")。
|
||
func _test_select_empty_falls_back() -> void:
|
||
var t := _mk_director()
|
||
var client: FakeClient = t[0]
|
||
var audio: FakeAudio = t[1]
|
||
client.bgm_changed.emit("", -1.0)
|
||
_ck(audio.played == [String(MusicInfo.fieldMusic)],
|
||
"empty name falls back to fieldMusic, got %s" % [audio.played])
|
||
_ck(String(MusicInfo.fieldMusic) == "M2BG.mp3", "METIN2THEMA constant is M2BG.mp3")
|
||
_ck(is_equal_approx(audio.master_bgm, DEFAULT_VOL), "default 0.02 on fallback, got %f" % audio.master_bgm)
|
||
t[0].free(); t[1].free(); t[2].free()
|
||
|
||
# §9.1 / §1.3:换图(world_reset)重跑选曲逻辑。
|
||
func _test_world_reset_reruns() -> void:
|
||
var t := _mk_director()
|
||
var client: FakeClient = t[0]
|
||
var audio: FakeAudio = t[1]
|
||
var bd: BgmDirector = t[2]
|
||
_ck(client.world_reset.is_connected(bd._on_world_reset), "director connected to world_reset")
|
||
client.bgm_changed.emit("map_a.mp3", 0.4)
|
||
# warp:world_reset 先到(旧曲目仍在 store 里),随后新图的 BGM 包。
|
||
client.world_reset.emit()
|
||
_ck(audio.played == ["map_a.mp3"], "world_reset keeps current track, got %s" % [audio.played])
|
||
client.bgm_changed.emit("map_b.mp3", 0.2)
|
||
_ck(audio.played == ["map_a.mp3", "map_b.mp3"], "new map BGM played, got %s" % [audio.played])
|
||
_ck(is_equal_approx(audio.master_bgm, 0.2), "new map volume applied, got %f" % audio.master_bgm)
|
||
t[0].free(); t[1].free(); t[2].free()
|
||
|
||
# §9.1:musicInfo.SaveLastPlayFieldMusic / LoadLastPlayFieldMusic 往返。
|
||
func _test_musicinfo_lastplay_roundtrip() -> void:
|
||
MusicInfo.save_last_play_field_music("last_field.mp3")
|
||
_ck(MusicInfo.load_last_play_field_music() == "last_field.mp3",
|
||
"lastplay.inf roundtrip, got %s" % MusicInfo.load_last_play_field_music())
|
||
|
||
# §9.2:后台保存音量 + 静音,前台恢复;_bgm_name 不变,同一首继续播。
|
||
func _test_background_save_restore() -> void:
|
||
var client := FakeClient.new()
|
||
var audio := Audio.new()
|
||
var life := AppLifecycle.new()
|
||
get_root().add_child(audio)
|
||
audio.setup("res://__no_assets__") # 无资源,play_bgm 只置名不出声
|
||
get_root().add_child(life)
|
||
life.pause_tree_on_background = false # 别把测试树暂停了
|
||
life.background_max_fps = 0
|
||
life.bind(null, audio)
|
||
|
||
audio.master_bgm = 0.6
|
||
audio.master_sfx = 0.9
|
||
# 模拟「某首战场曲目正在播放」(headless 无资源,不实际解码)。
|
||
audio._bgm_name = "M2BG.mp3"
|
||
var name_before := audio._bgm_name
|
||
_ck(name_before == "M2BG.mp3", "bgm name set before background, got %s" % name_before)
|
||
|
||
life._enter_background()
|
||
_ck(is_equal_approx(audio.master_bgm, 0.0), "music muted in background, got %f" % audio.master_bgm)
|
||
_ck(is_equal_approx(audio.master_sfx, 0.0), "sound muted in background, got %f" % audio.master_sfx)
|
||
_ck(audio._volume_saved, "save_volume ran (backup taken)")
|
||
_ck(is_equal_approx(audio._backup_music_volume, 0.6), "backup music volume, got %f" % audio._backup_music_volume)
|
||
_ck(is_equal_approx(audio._backup_sound_volume, 0.9), "backup sound volume, got %f" % audio._backup_sound_volume)
|
||
_ck(audio._bgm_name == name_before, "_bgm_name unchanged in background, got %s" % audio._bgm_name)
|
||
|
||
life._exit_background()
|
||
_ck(is_equal_approx(audio.master_bgm, 0.6), "music volume restored, got %f" % audio.master_bgm)
|
||
_ck(is_equal_approx(audio.master_sfx, 0.9), "sound volume restored, got %f" % audio.master_sfx)
|
||
_ck(audio._bgm_name == name_before, "_bgm_name still unchanged after restore, got %s" % audio._bgm_name)
|
||
_ck(not audio._volume_saved, "backup flag cleared after restore")
|
||
|
||
client.free(); life.free(); audio.free()
|
||
|
||
# §9.2 / Windows WM_ACTIVATEAPP:桌面失焦和重新获得焦点与后台一样保存、静音、恢复。
|
||
func _test_window_focus_save_restore() -> void:
|
||
var audio := Audio.new()
|
||
var life := AppLifecycle.new()
|
||
get_root().add_child(audio)
|
||
audio.setup("res://__no_assets__")
|
||
get_root().add_child(life)
|
||
life.pause_tree_on_background = false
|
||
life.background_max_fps = 0
|
||
life.bind(null, audio)
|
||
audio.master_bgm = 0.55
|
||
audio.master_sfx = 0.75
|
||
|
||
life._notification(Node.NOTIFICATION_WM_WINDOW_FOCUS_OUT)
|
||
_ck(is_equal_approx(audio.master_bgm, 0.0), "window focus-out mutes music, got %f" % audio.master_bgm)
|
||
_ck(is_equal_approx(audio.master_sfx, 0.0), "window focus-out mutes sound, got %f" % audio.master_sfx)
|
||
life._notification(Node.NOTIFICATION_WM_WINDOW_FOCUS_IN)
|
||
_ck(is_equal_approx(audio.master_bgm, 0.55), "window focus-in restores music, got %f" % audio.master_bgm)
|
||
_ck(is_equal_approx(audio.master_sfx, 0.75), "window focus-in restores sound, got %f" % audio.master_sfx)
|
||
|
||
life.free(); audio.free()
|