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Add manual test scene for DrumTouchInputArea
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osu.Game.Rulesets.Taiko.Tests/TestSceneDrumTouchInputArea.cs
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53
osu.Game.Rulesets.Taiko.Tests/TestSceneDrumTouchInputArea.cs
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// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
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// See the LICENCE file in the repository root for full licence text.
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using System.Collections.Generic;
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using NUnit.Framework;
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using osu.Framework.Allocation;
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using osu.Game.Beatmaps;
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using osu.Game.Rulesets.Taiko.Objects;
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using osu.Game.Rulesets.Taiko.UI;
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namespace osu.Game.Rulesets.Taiko.Tests
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{
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[TestFixture]
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public class TestSceneDrumTouchInputArea : DrawableTaikoRulesetTestScene
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{
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protected const double NUM_HIT_OBJECTS = 10;
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protected const double HIT_OBJECT_TIME_SPACING_MS = 1000;
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[BackgroundDependencyLoader]
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private void load()
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{
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var drumTouchInputArea = new DrumTouchInputArea();
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DrawableRuleset.KeyBindingInputManager.Add(drumTouchInputArea);
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drumTouchInputArea.ShowTouchControls();
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}
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protected override IBeatmap CreateBeatmap(RulesetInfo ruleset)
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{
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List<TaikoHitObject> hitObjects = new List<TaikoHitObject>();
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for (var i = 0; i < NUM_HIT_OBJECTS; i++) {
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hitObjects.Add(new Hit
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{
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StartTime = Time.Current + i * HIT_OBJECT_TIME_SPACING_MS,
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IsStrong = isOdd(i),
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Type = isOdd(i / 2) ? HitType.Centre : HitType.Rim
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});
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}
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var beatmap = new Beatmap<TaikoHitObject>
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{
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BeatmapInfo = { Ruleset = ruleset },
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HitObjects = hitObjects
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};
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return beatmap;
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}
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private bool isOdd(int number) {
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return number % 2 == 0;
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}
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}
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}
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