test(core/slice-1): FadeAlpha endpoint + monotonicity + ShowTunnel/ShowPleaseWait coverage

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
This commit is contained in:
Erik 2026-06-21 19:59:51 +02:00
parent c2fc7ce1ef
commit f1b59f3a64

View file

@ -236,4 +236,109 @@ public sealed class TeleportAnimSequencerTests
Assert.False(seq.IsActive); Assert.False(seq.IsActive);
Assert.Contains(TeleportAnimEvent.FireLoginComplete, evts); Assert.Contains(TeleportAnimEvent.FireLoginComplete, evts);
} }
// --- Task 1.4: FadeAlpha endpoints and monotonicity ---
[Fact]
public void FadeAlpha_IsZeroAtStart_OfWorldFadeOut()
{
var seq = new TeleportAnimSequencer();
seq.Begin(TeleportEntryKind.Logout);
var (snap, _) = seq.Tick(dt: 0f, worldReady: false);
// At elapsed=0 in WorldFadeOut: smoothstep(0)=0 => alpha=0 (world fully visible).
Assert.Equal(0f, snap.FadeAlpha, precision: 4);
}
[Fact]
public void FadeAlpha_IsOneAtEnd_OfWorldFadeOut()
{
var seq = new TeleportAnimSequencer();
seq.Begin(TeleportEntryKind.Logout);
seq.Tick(0f, worldReady: false); // consume enter-sound tick, elapsed≈0
// Drive to just BEFORE the transition (so we're still in WorldFadeOut)
DriveSeconds(seq, TeleportAnimSequencer.FadeTime - 0.02f, worldReady: false);
Assert.Equal(TeleportAnimState.WorldFadeOut, seq.State);
var (snap, _) = seq.Tick(0f, worldReady: false);
// smoothstep(clamp((1.0-0.02)/1.0,0,1)) should be close to 1
Assert.True(snap.FadeAlpha > 0.95f, $"Expected FadeAlpha near 1, got {snap.FadeAlpha}");
}
[Fact]
public void FadeAlpha_IsMonotonicallyIncreasing_DuringWorldFadeOut()
{
var seq = new TeleportAnimSequencer();
seq.Begin(TeleportEntryKind.Logout);
seq.Tick(0f, worldReady: false);
float prev = -1f;
// Sample 50 steps within FadeTime
float step = TeleportAnimSequencer.FadeTime / 50f;
for (int i = 0; i < 48; i++) // stop before transition
{
var (snap, _) = seq.Tick(step, worldReady: false);
if (seq.State != TeleportAnimState.WorldFadeOut) break;
Assert.True(snap.FadeAlpha >= prev - 0.001f,
$"Alpha decreased: {prev} -> {snap.FadeAlpha} at step {i}");
prev = snap.FadeAlpha;
}
}
[Fact]
public void FadeAlpha_IsZero_DuringTunnelStates()
{
var seq = new TeleportAnimSequencer();
seq.Begin(TeleportEntryKind.Portal);
seq.Tick(0f, worldReady: false);
// In Tunnel state, overlay alpha should be 0 (the tunnel viewport is shown; no alpha quad needed)
var (snap, _) = seq.Tick(0.016f, worldReady: false);
Assert.Equal(TeleportAnimState.Tunnel, seq.State);
Assert.Equal(0f, snap.FadeAlpha);
}
[Fact]
public void ShowTunnel_TrueInTunnelFamilyStates_FalseOtherwise()
{
// Logout path: WorldFadeOut -> TunnelFadeIn -> Tunnel -> TunnelContinue -> TunnelFadeOut -> WorldFadeIn -> Off
var seq = new TeleportAnimSequencer();
seq.Begin(TeleportEntryKind.Logout);
seq.Tick(0f, worldReady: false);
// WorldFadeOut: ShowTunnel = false
var (snap, _) = seq.Tick(0.016f, worldReady: false);
Assert.Equal(TeleportAnimState.WorldFadeOut, seq.State);
Assert.False(snap.ShowTunnel);
// Advance to TunnelFadeIn
DriveSeconds(seq, TeleportAnimSequencer.FadeTime, worldReady: false);
Assert.Equal(TeleportAnimState.TunnelFadeIn, seq.State);
var (snap2, _) = seq.Tick(0f, worldReady: false);
Assert.True(snap2.ShowTunnel);
// Advance to Tunnel
DriveSeconds(seq, TeleportAnimSequencer.FadeTime, worldReady: false);
Assert.Equal(TeleportAnimState.Tunnel, seq.State);
var (snap3, _) = seq.Tick(0f, worldReady: false);
Assert.True(snap3.ShowTunnel);
}
[Fact]
public void ShowPleaseWait_TrueOnlyInTunnelContinue()
{
var seq = new TeleportAnimSequencer();
seq.Begin(TeleportEntryKind.Portal);
seq.Tick(0f, worldReady: false);
// Tunnel: ShowPleaseWait false
var (snap1, _) = seq.Tick(0.016f, worldReady: false);
Assert.Equal(TeleportAnimState.Tunnel, seq.State);
Assert.False(snap1.ShowPleaseWait);
// Advance to TunnelContinue
var (snap2, _) = seq.Tick(0.016f, worldReady: true);
Assert.Equal(TeleportAnimState.TunnelContinue, seq.State);
Assert.True(snap2.ShowPleaseWait);
}
} }