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https://github.com/ppy/osu
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108 lines
3.4 KiB
C#
108 lines
3.4 KiB
C#
// 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 NUnit.Framework;
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using osu.Framework.Allocation;
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using osu.Framework.Graphics;
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using osu.Game.Beatmaps;
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using osu.Game.Beatmaps.ControlPoints;
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using osu.Game.Rulesets.Taiko.Objects;
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using osu.Game.Rulesets.Taiko.Objects.Drawables;
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using osu.Game.Screens.Play;
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using osu.Game.Tests.Gameplay;
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namespace osu.Game.Rulesets.Taiko.Tests.Skinning
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{
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[TestFixture]
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public partial class TestSceneDrawableHit : TaikoSkinnableTestScene
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{
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[Cached]
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private GameplayState gameplayState = TestGameplayState.Create(new TaikoRuleset());
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[Test]
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public void TestHits([Values] bool withKiai)
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{
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AddStep("Create beatmap", () => setUpBeatmap(withKiai));
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addHitSteps();
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}
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[Test]
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public void TestHitAnimationSlow()
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{
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AddStep("Create beatmap", () => setUpBeatmap(false));
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AddStep("Set 50 combo", () => gameplayState.ScoreProcessor.Combo.Value = 50);
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addHitSteps();
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AddStep("Reset combo", () => gameplayState.ScoreProcessor.Combo.Value = 0);
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}
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[Test]
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public void TestHitAnimationFast()
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{
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AddStep("Create beatmap", () => setUpBeatmap(false));
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AddStep("Set 150 combo", () => gameplayState.ScoreProcessor.Combo.Value = 150);
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addHitSteps();
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AddStep("Reset combo", () => gameplayState.ScoreProcessor.Combo.Value = 0);
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}
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private void addHitSteps()
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{
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AddStep("Centre hit", () => SetContents(_ => new DrawableHit(createHitAtCurrentTime())
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{
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Anchor = Anchor.Centre,
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Origin = Anchor.Centre,
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}));
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AddStep("Centre hit (strong)", () => SetContents(_ => new DrawableHit(createHitAtCurrentTime(true))
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{
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Anchor = Anchor.Centre,
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Origin = Anchor.Centre,
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}));
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AddStep("Rim hit", () => SetContents(_ => new DrawableHit(createHitAtCurrentTime(rim: true))
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{
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Anchor = Anchor.Centre,
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Origin = Anchor.Centre,
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}));
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AddStep("Rim hit (strong)", () => SetContents(_ => new DrawableHit(createHitAtCurrentTime(true, true))
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{
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Anchor = Anchor.Centre,
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Origin = Anchor.Centre,
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}));
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}
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private Hit createHitAtCurrentTime(bool strong = false, bool rim = false)
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{
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var hit = new Hit
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{
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Type = rim ? HitType.Rim : HitType.Centre,
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IsStrong = strong,
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StartTime = Time.Current + 3000,
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};
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hit.ApplyDefaults(new ControlPointInfo(), new BeatmapDifficulty());
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return hit;
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}
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private void setUpBeatmap(bool withKiai)
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{
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var controlPointInfo = new ControlPointInfo();
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controlPointInfo.Add(0, new TimingControlPoint { BeatLength = 500 });
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if (withKiai)
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controlPointInfo.Add(0, new EffectControlPoint { KiaiMode = true });
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Beatmap.Value = CreateWorkingBeatmap(new Beatmap
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{
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ControlPointInfo = controlPointInfo
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});
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Beatmap.Value.Track.Start();
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}
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}
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}
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