mirror of https://github.com/ppy/osu
80 lines
3.0 KiB
C#
80 lines
3.0 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 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.Judgements;
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using osu.Game.Rulesets.Mania.Beatmaps;
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using osu.Game.Rulesets.Mania.UI;
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using osu.Game.Rulesets.Objects;
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using osu.Game.Rulesets.Scoring;
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using osuTK;
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namespace osu.Game.Rulesets.Mania.Tests.Skinning
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{
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public partial class TestScenePlayfield : ManiaSkinnableTestScene
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{
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[Cached]
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private ScoreProcessor scoreProcessor = new ScoreProcessor(new ManiaRuleset());
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private List<StageDefinition> stageDefinitions = new List<StageDefinition>();
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[Test]
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public void TestSingleStage()
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{
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AddStep("create stage", () =>
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{
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stageDefinitions = new List<StageDefinition>
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{
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new StageDefinition(2)
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};
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SetContents(_ => new ManiaInputManager(new ManiaRuleset().RulesetInfo, 2)
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{
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Child = new ManiaPlayfield(stageDefinitions)
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});
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});
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AddRepeatStep("perform hit", () => scoreProcessor.ApplyResult(new JudgementResult(new HitObject(), new Judgement()) { Type = HitResult.Perfect }), 20);
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AddStep("perform miss", () => scoreProcessor.ApplyResult(new JudgementResult(new HitObject(), new Judgement()) { Type = HitResult.Miss }));
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}
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[TestCase(2)]
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[TestCase(3)]
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[TestCase(5)]
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public void TestDualStages(int columnCount)
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{
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AddStep("create stage", () =>
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{
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stageDefinitions = new List<StageDefinition>
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{
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new StageDefinition(columnCount),
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new StageDefinition(columnCount)
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};
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SetContents(_ => new ManiaInputManager(new ManiaRuleset().RulesetInfo, (int)PlayfieldType.Dual + 2 * columnCount)
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{
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Child = new ManiaPlayfield(stageDefinitions)
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{
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// bit of a hack to make sure the dual stages fit on screen without overlapping each other.
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Size = new Vector2(1.5f),
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Scale = new Vector2(1 / 1.5f)
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}
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});
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});
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AddRepeatStep("perform hit", () => scoreProcessor.ApplyResult(new JudgementResult(new HitObject(), new Judgement()) { Type = HitResult.Perfect }), 20);
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AddStep("perform miss", () => scoreProcessor.ApplyResult(new JudgementResult(new HitObject(), new Judgement()) { Type = HitResult.Miss }));
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}
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protected override IBeatmap CreateBeatmapForSkinProvider()
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{
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var maniaBeatmap = (ManiaBeatmap)base.CreateBeatmapForSkinProvider();
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maniaBeatmap.Stages = stageDefinitions;
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return maniaBeatmap;
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}
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}
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}
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