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https://github.com/ppy/osu
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135 lines
4.3 KiB
C#
135 lines
4.3 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;
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using System.Linq;
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using NUnit.Framework;
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using osu.Framework.Testing;
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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.Catch.Objects;
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using osu.Game.Rulesets.Catch.UI;
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using osu.Game.Rulesets.Objects;
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using osuTK;
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namespace osu.Game.Rulesets.Catch.Tests
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{
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[TestFixture]
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public class TestSceneHyperDash : TestSceneCatchPlayer
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{
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protected override bool Autoplay => true;
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private int hyperDashCount;
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private bool inHyperDash;
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[Test]
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public void TestHyperDash()
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{
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AddStep("reset count", () =>
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{
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inHyperDash = false;
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hyperDashCount = 0;
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// this needs to be done within the frame stable context due to how quickly hyperdash state changes occur.
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Player.DrawableRuleset.FrameStableComponents.OnUpdate += d =>
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{
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var catcher = Player.ChildrenOfType<CatcherArea>().FirstOrDefault()?.MovableCatcher;
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if (catcher == null)
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return;
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if (catcher.HyperDashing != inHyperDash)
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{
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inHyperDash = catcher.HyperDashing;
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if (catcher.HyperDashing)
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hyperDashCount++;
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}
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};
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});
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AddAssert("First note is hyperdash", () => Beatmap.Value.Beatmap.HitObjects[0] is Fruit f && f.HyperDash);
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for (int i = 0; i < 9; i++)
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{
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int count = i + 1;
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AddUntilStep($"wait for hyperdash #{count}", () => hyperDashCount >= count);
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}
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}
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protected override IBeatmap CreateBeatmap(RulesetInfo ruleset)
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{
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var beatmap = new Beatmap
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{
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BeatmapInfo =
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{
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Ruleset = ruleset,
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BaseDifficulty = new BeatmapDifficulty { CircleSize = 3.6f }
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}
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};
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beatmap.ControlPointInfo.Add(0, new TimingControlPoint());
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// Should produce a hyper-dash (edge case test)
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beatmap.HitObjects.Add(new Fruit { StartTime = 1816, X = 56, NewCombo = true });
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beatmap.HitObjects.Add(new Fruit { StartTime = 2008, X = 308, NewCombo = true });
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double startTime = 3000;
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const float left_x = 0.02f * CatchPlayfield.WIDTH;
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const float right_x = 0.98f * CatchPlayfield.WIDTH;
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createObjects(() => new Fruit { X = left_x });
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createObjects(() => new TestJuiceStream(right_x), 1);
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createObjects(() => new TestJuiceStream(left_x), 1);
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createObjects(() => new Fruit { X = right_x });
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createObjects(() => new Fruit { X = left_x });
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createObjects(() => new Fruit { X = right_x });
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createObjects(() => new TestJuiceStream(left_x), 1);
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beatmap.ControlPointInfo.Add(startTime, new TimingControlPoint
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{
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BeatLength = 50
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});
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createObjects(() => new TestJuiceStream(left_x)
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{
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Path = new SliderPath(new[]
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{
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new PathControlPoint(Vector2.Zero),
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new PathControlPoint(new Vector2(512, 0))
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})
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}, 1);
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return beatmap;
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void createObjects(Func<CatchHitObject> createObject, int count = 3)
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{
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const float spacing = 140;
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for (int i = 0; i < count; i++)
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{
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var hitObject = createObject();
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hitObject.StartTime = startTime + i * spacing;
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beatmap.HitObjects.Add(hitObject);
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}
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startTime += 700;
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}
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}
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private class TestJuiceStream : JuiceStream
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{
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public TestJuiceStream(float x)
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{
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X = x;
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Path = new SliderPath(new[]
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{
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new PathControlPoint(Vector2.Zero),
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new PathControlPoint(new Vector2(30, 0)),
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});
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}
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}
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}
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}
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