Fix hitobject combo colour potentially not getting adjusted

This commit is contained in:
smoogipoo 2019-10-18 17:32:11 +09:00
parent e3740fbc77
commit 89f50b26f7
2 changed files with 144 additions and 1 deletions

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@ -0,0 +1,143 @@
// 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.
using System;
using System.Collections.Generic;
using NUnit.Framework;
using osu.Framework.Audio.Sample;
using osu.Framework.Bindables;
using osu.Framework.Graphics;
using osu.Framework.Graphics.Containers;
using osu.Framework.Graphics.Textures;
using osu.Framework.Testing;
using osu.Game.Audio;
using osu.Game.Rulesets.Objects;
using osu.Game.Rulesets.Objects.Drawables;
using osu.Game.Rulesets.Objects.Types;
using osu.Game.Skinning;
using osu.Game.Tests.Visual;
using osuTK.Graphics;
namespace osu.Game.Tests.Gameplay
{
[HeadlessTest]
public class TestSceneHitObjectAccentColour : OsuTestScene
{
private Container skinContainer;
[SetUp]
public void Setup() => Schedule(() => Child = skinContainer = new SkinProvidingContainer(new TestSkin()));
[Test]
public void TestChangeComboIndexBeforeLoad()
{
TestDrawableHitObject hitObject = null;
AddStep("set combo and add hitobject", () =>
{
hitObject = new TestDrawableHitObject();
hitObject.HitObject.ComboIndex = 1;
skinContainer.Add(hitObject);
});
AddAssert("combo colour is green", () => hitObject.AccentColour.Value == Color4.Green);
}
[Test]
public void TestChangeComboIndexDuringLoad()
{
TestDrawableHitObject hitObject = null;
AddStep("add hitobject and set combo", () =>
{
skinContainer.Add(hitObject = new TestDrawableHitObject());
hitObject.HitObject.ComboIndex = 1;
});
AddAssert("combo colour is green", () => hitObject.AccentColour.Value == Color4.Green);
}
[Test]
public void TestChangeComboIndexAfterLoad()
{
TestDrawableHitObject hitObject = null;
AddStep("add hitobject", () => skinContainer.Add(hitObject = new TestDrawableHitObject()));
AddAssert("combo colour is red", () => hitObject.AccentColour.Value == Color4.Red);
AddStep("change combo", () => hitObject.HitObject.ComboIndex = 1);
AddAssert("combo colour is green", () => hitObject.AccentColour.Value == Color4.Green);
}
private class TestDrawableHitObject : DrawableHitObject<TestHitObjectWithCombo>
{
public TestDrawableHitObject()
: base(new TestHitObjectWithCombo())
{
}
}
private class TestHitObjectWithCombo : HitObject, IHasComboInformation
{
public bool NewCombo { get; } = false;
public int ComboOffset { get; } = 0;
public Bindable<int> IndexInCurrentComboBindable { get; } = new Bindable<int>();
public int IndexInCurrentCombo
{
get => IndexInCurrentComboBindable.Value;
set => IndexInCurrentComboBindable.Value = value;
}
public Bindable<int> ComboIndexBindable { get; } = new Bindable<int>();
public int ComboIndex
{
get => ComboIndexBindable.Value;
set => ComboIndexBindable.Value = value;
}
public Bindable<bool> LastInComboBindable { get; } = new Bindable<bool>();
public bool LastInCombo
{
get => LastInComboBindable.Value;
set => LastInComboBindable.Value = value;
}
}
private class TestSkin : ISkin
{
public readonly List<Color4> ComboColours = new List<Color4>
{
Color4.Red,
Color4.Green
};
public Drawable GetDrawableComponent(ISkinComponent component) => throw new NotImplementedException();
public Texture GetTexture(string componentName) => throw new NotImplementedException();
public SampleChannel GetSample(ISampleInfo sampleInfo) => throw new NotImplementedException();
public IBindable<TValue> GetConfig<TLookup, TValue>(TLookup lookup)
{
switch (lookup)
{
case GlobalSkinConfiguration global:
switch (global)
{
case GlobalSkinConfiguration.ComboColours:
return SkinUtils.As<TValue>(new Bindable<List<Color4>>(ComboColours));
}
break;
}
throw new NotImplementedException();
}
}
}
}

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@ -128,7 +128,7 @@ protected override void LoadComplete()
if (HitObject is IHasComboInformation combo)
{
comboIndexBindable = combo.ComboIndexBindable.GetBoundCopy();
comboIndexBindable.BindValueChanged(_ => updateAccentColour());
comboIndexBindable.BindValueChanged(_ => updateAccentColour(), true);
}
updateState(ArmedState.Idle, true);