osu/osu.Game.Rulesets.Taiko.Tests/Skinning/TestSceneDrawableHit.cs

110 lines
3.4 KiB
C#

// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. 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 partial 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("Set 50 combo", () => gameplayState.ScoreProcessor.Combo.Value = 50);
addHitSteps();
AddStep("Reset combo", () => gameplayState.ScoreProcessor.Combo.Value = 0);
}
[Test]
public void TestHitAnimationFast()
{
AddStep("Create beatmap", () => setUpBeatmap(false));
AddStep("Set 150 combo", () => gameplayState.ScoreProcessor.Combo.Value = 150);
addHitSteps();
AddStep("Reset combo", () => gameplayState.ScoreProcessor.Combo.Value = 0);
}
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();
}
}
}