// Copyright (c) ppy Pty Ltd . Licensed under the MIT Licence. // See the LICENCE file in the repository root for full licence text. #nullable disable using NUnit.Framework; using osu.Framework.Allocation; using osu.Framework.Graphics; using osu.Game.Beatmaps; using osu.Game.Beatmaps.ControlPoints; using osu.Game.Rulesets.Taiko.Objects; using osu.Game.Rulesets.Taiko.Objects.Drawables; using osu.Game.Screens.Play; using osu.Game.Tests.Gameplay; namespace osu.Game.Rulesets.Taiko.Tests.Skinning { [TestFixture] public class TestSceneDrawableHit : TaikoSkinnableTestScene { [Cached] private GameplayState gameplayState = TestGameplayState.Create(new TaikoRuleset()); [Test] public void TestHits([Values] bool withKiai) { AddStep("Create beatmap", () => setUpBeatmap(withKiai)); addHitSteps(); } [Test] public void TestHitAnimationSlow() { AddStep("Create beatmap", () => setUpBeatmap(false)); AddStep("Reset combo", () => gameplayState.ScoreProcessor.Combo.Value = 0); AddRepeatStep("Increase combo", () => gameplayState.ScoreProcessor.Combo.Value++, 50); addHitSteps(); } [Test] public void TestHitAnimationFast() { AddStep("Create beatmap", () => setUpBeatmap(false)); AddStep("Reset combo", () => gameplayState.ScoreProcessor.Combo.Value = 0); AddRepeatStep("Increase combo", () => gameplayState.ScoreProcessor.Combo.Value++, 150); addHitSteps(); } private void addHitSteps() { AddStep("Centre hit", () => SetContents(_ => new DrawableHit(createHitAtCurrentTime()) { Anchor = Anchor.Centre, Origin = Anchor.Centre, })); AddStep("Centre hit (strong)", () => SetContents(_ => new DrawableHit(createHitAtCurrentTime(true)) { Anchor = Anchor.Centre, Origin = Anchor.Centre, })); AddStep("Rim hit", () => SetContents(_ => new DrawableHit(createHitAtCurrentTime(rim: true)) { Anchor = Anchor.Centre, Origin = Anchor.Centre, })); AddStep("Rim hit (strong)", () => SetContents(_ => new DrawableHit(createHitAtCurrentTime(true, true)) { Anchor = Anchor.Centre, Origin = Anchor.Centre, })); } private Hit createHitAtCurrentTime(bool strong = false, bool rim = false) { var hit = new Hit { Type = rim ? HitType.Rim : HitType.Centre, IsStrong = strong, StartTime = Time.Current + 3000, }; hit.ApplyDefaults(new ControlPointInfo(), new BeatmapDifficulty()); return hit; } private void setUpBeatmap(bool withKiai) { var controlPointInfo = new ControlPointInfo(); controlPointInfo.Add(0, new TimingControlPoint { BeatLength = 500 }); if (withKiai) controlPointInfo.Add(0, new EffectControlPoint { KiaiMode = true }); Beatmap.Value = CreateWorkingBeatmap(new Beatmap { ControlPointInfo = controlPointInfo }); Beatmap.Value.Track.Start(); } } }