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https://github.com/ppy/osu
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Decrease overhead of hit event distribution tests
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@ -8,6 +8,7 @@ using NUnit.Framework;
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using osu.Framework.Extensions.Color4Extensions;
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using osu.Framework.Graphics;
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using osu.Framework.Graphics.Shapes;
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using osu.Game.Rulesets.Objects;
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using osu.Game.Rulesets.Osu.Objects;
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using osu.Game.Rulesets.Scoring;
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using osu.Game.Screens.Ranking.Statistics;
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@ -19,6 +20,8 @@ namespace osu.Game.Tests.Visual.Ranking
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{
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private HitEventTimingDistributionGraph graph;
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private static readonly HitObject placeholder_object = new HitCircle();
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[Test]
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public void TestManyDistributedEvents()
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{
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@ -35,13 +38,13 @@ namespace osu.Game.Tests.Visual.Ranking
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[Test]
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public void TestAroundCentre()
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{
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createTest(Enumerable.Range(-150, 300).Select(i => new HitEvent(i / 50f, HitResult.Perfect, new HitCircle(), new HitCircle(), null)).ToList());
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createTest(Enumerable.Range(-150, 300).Select(i => new HitEvent(i / 50f, HitResult.Perfect, placeholder_object, placeholder_object, null)).ToList());
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}
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[Test]
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public void TestZeroTimeOffset()
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{
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createTest(Enumerable.Range(0, 100).Select(_ => new HitEvent(0, HitResult.Perfect, new HitCircle(), new HitCircle(), null)).ToList());
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createTest(Enumerable.Range(0, 100).Select(_ => new HitEvent(0, HitResult.Perfect, placeholder_object, placeholder_object, null)).ToList());
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}
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[Test]
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@ -56,9 +59,9 @@ namespace osu.Game.Tests.Visual.Ranking
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createTest(Enumerable.Range(0, 100).Select(i =>
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{
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if (i % 2 == 0)
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return new HitEvent(0, HitResult.Perfect, new HitCircle(), new HitCircle(), null);
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return new HitEvent(0, HitResult.Perfect, placeholder_object, placeholder_object, null);
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return new HitEvent(30, HitResult.Miss, new HitCircle(), new HitCircle(), null);
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return new HitEvent(30, HitResult.Miss, placeholder_object, placeholder_object, null);
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}).ToList());
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}
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@ -86,10 +89,10 @@ namespace osu.Game.Tests.Visual.Ranking
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for (int i = 0; i < range * 2; i++)
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{
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int count = (int)(Math.Pow(range - Math.Abs(i - range), 2));
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int count = (int)(Math.Pow(range - Math.Abs(i - range), 2)) / 10;
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for (int j = 0; j < count; j++)
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hitEvents.Add(new HitEvent(centre + i - range, HitResult.Perfect, new HitCircle(), new HitCircle(), null));
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hitEvents.Add(new HitEvent(centre + i - range, HitResult.Perfect, placeholder_object, placeholder_object, null));
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}
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return hitEvents;
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