Add manual test scene for DrumTouchInputArea

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Aaron Hong 2022-06-01 00:56:03 -07:00
parent f7a658450f
commit ae996d1404
1 changed files with 53 additions and 0 deletions

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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.
using System.Collections.Generic;
using NUnit.Framework;
using osu.Framework.Allocation;
using osu.Game.Beatmaps;
using osu.Game.Rulesets.Taiko.Objects;
using osu.Game.Rulesets.Taiko.UI;
namespace osu.Game.Rulesets.Taiko.Tests
{
[TestFixture]
public class TestSceneDrumTouchInputArea : DrawableTaikoRulesetTestScene
{
protected const double NUM_HIT_OBJECTS = 10;
protected const double HIT_OBJECT_TIME_SPACING_MS = 1000;
[BackgroundDependencyLoader]
private void load()
{
var drumTouchInputArea = new DrumTouchInputArea();
DrawableRuleset.KeyBindingInputManager.Add(drumTouchInputArea);
drumTouchInputArea.ShowTouchControls();
}
protected override IBeatmap CreateBeatmap(RulesetInfo ruleset)
{
List<TaikoHitObject> hitObjects = new List<TaikoHitObject>();
for (var i = 0; i < NUM_HIT_OBJECTS; i++) {
hitObjects.Add(new Hit
{
StartTime = Time.Current + i * HIT_OBJECT_TIME_SPACING_MS,
IsStrong = isOdd(i),
Type = isOdd(i / 2) ? HitType.Centre : HitType.Rim
});
}
var beatmap = new Beatmap<TaikoHitObject>
{
BeatmapInfo = { Ruleset = ruleset },
HitObjects = hitObjects
};
return beatmap;
}
private bool isOdd(int number) {
return number % 2 == 0;
}
}
}