osu/osu.Game.Rulesets.Osu.Tests/TestSceneSpinner.cs

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// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
// See the LICENCE file in the repository root for full licence text.
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#nullable disable
using System.Collections.Generic;
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using System.Linq;
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using NUnit.Framework;
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using osu.Framework.Graphics;
using osu.Framework.Testing;
using osu.Game.Audio;
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using osu.Game.Beatmaps;
using osu.Game.Beatmaps.ControlPoints;
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using osu.Game.Rulesets.Mods;
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using osu.Game.Rulesets.Osu.Objects;
using osu.Game.Rulesets.Osu.Objects.Drawables;
using osu.Game.Skinning;
using osuTK;
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namespace osu.Game.Rulesets.Osu.Tests
{
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[TestFixture]
public partial class TestSceneSpinner : OsuSkinnableTestScene
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{
private int depthIndex;
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private TestDrawableSpinner drawableSpinner;
[TestCase(true)]
[TestCase(false)]
public void TestVariousSpinners(bool autoplay)
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{
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string term = autoplay ? "Hit" : "Miss";
AddStep($"{term} Big", () => SetContents(_ => testSingle(2, autoplay)));
AddStep($"{term} Medium", () => SetContents(_ => testSingle(5, autoplay)));
AddStep($"{term} Small", () => SetContents(_ => testSingle(7, autoplay)));
}
[Test]
public void TestSpinningSamplePitchShift()
{
AddStep("Add spinner", () => SetContents(_ => testSingle(5, true, 4000)));
AddUntilStep("Pitch starts low", () => getSpinningSample().Frequency.Value < 0.8);
AddUntilStep("Pitch increases", () => getSpinningSample().Frequency.Value > 0.8);
PausableSkinnableSound getSpinningSample() =>
drawableSpinner.ChildrenOfType<PausableSkinnableSound>().FirstOrDefault(s => s.Samples.Any(i => i.LookupNames.Any(l => l.Contains("spinnerspin"))));
}
[TestCase(false)]
[TestCase(true)]
public void TestLongSpinner(bool autoplay)
{
AddStep("Very long spinner", () => SetContents(_ => testSingle(5, autoplay, 4000)));
AddUntilStep("Wait for completion", () => drawableSpinner.Result.HasResult);
AddUntilStep("Check correct progress", () => drawableSpinner.Progress == (autoplay ? 1 : 0));
}
[TestCase(false)]
[TestCase(true)]
public void TestSuperShortSpinner(bool autoplay)
{
AddStep("Very short spinner", () => SetContents(_ => testSingle(5, autoplay, 200)));
AddUntilStep("Wait for completion", () => drawableSpinner.Result.HasResult);
AddUntilStep("Short spinner implicitly completes", () => drawableSpinner.Progress == 1);
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}
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[TestCase(0, 4, 6)]
[TestCase(5, 7, 10)]
[TestCase(10, 11, 8)]
public void TestSpinnerSpinRequirements(int od, int normalTicks, int bonusTicks)
{
Spinner spinner = null;
AddStep("add spinner", () => SetContents(_ =>
{
spinner = new Spinner
{
StartTime = Time.Current,
EndTime = Time.Current + 3000,
Samples = new List<HitSampleInfo>
{
new HitSampleInfo(HitSampleInfo.HIT_NORMAL)
}
};
spinner.ApplyDefaults(new ControlPointInfo(), new BeatmapDifficulty { OverallDifficulty = od });
return drawableSpinner = new TestDrawableSpinner(spinner, true)
{
Anchor = Anchor.Centre,
Depth = depthIndex++,
Scale = new Vector2(0.75f)
};
}));
AddAssert("number of normal ticks matches", () => spinner.SpinsRequired, () => Is.EqualTo(normalTicks));
AddAssert("number of bonus ticks matches", () => spinner.MaximumBonusSpins, () => Is.EqualTo(bonusTicks));
}
private Drawable testSingle(float circleSize, bool auto = false, double length = 3000)
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{
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const double delay = 2000;
var spinner = new Spinner
{
StartTime = Time.Current + delay,
EndTime = Time.Current + delay + length,
Samples = new List<HitSampleInfo>
{
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new HitSampleInfo(HitSampleInfo.HIT_NORMAL)
}
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};
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spinner.ApplyDefaults(new ControlPointInfo(), new BeatmapDifficulty { CircleSize = circleSize });
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drawableSpinner = new TestDrawableSpinner(spinner, auto)
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{
Anchor = Anchor.Centre,
Depth = depthIndex++,
Scale = new Vector2(0.75f)
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};
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foreach (var mod in SelectedMods.Value.OfType<IApplicableToDrawableHitObject>())
mod.ApplyToDrawableHitObject(drawableSpinner);
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return drawableSpinner;
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}
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private partial class TestDrawableSpinner : DrawableSpinner
{
private readonly bool auto;
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public TestDrawableSpinner(Spinner s, bool auto)
: base(s)
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{
this.auto = auto;
}
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protected override void Update()
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{
base.Update();
if (auto)
RotationTracker.AddRotation((float)(Clock.ElapsedFrameTime * 2));
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}
}
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}
}