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Rename test cases to test scenes inline with the framework change
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60
osu.Game.Rulesets.Catch.Tests/TestSceneAutoJuiceStream.cs
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60
osu.Game.Rulesets.Catch.Tests/TestSceneAutoJuiceStream.cs
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// 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.Linq;
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using osu.Game.Beatmaps;
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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 osu.Game.Rulesets.Objects.Types;
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using osu.Game.Screens.Play;
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using osu.Game.Tests.Visual;
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using osuTK;
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namespace osu.Game.Rulesets.Catch.Tests
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{
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public class TestSceneAutoJuiceStream : PlayerTestScene
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{
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public TestSceneAutoJuiceStream()
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: base(new CatchRuleset())
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{
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}
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protected override IBeatmap CreateBeatmap(Ruleset ruleset)
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{
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var beatmap = new Beatmap
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{
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BeatmapInfo = new BeatmapInfo
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{
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BaseDifficulty = new BeatmapDifficulty { CircleSize = 6, SliderMultiplier = 3 },
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Ruleset = ruleset.RulesetInfo
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}
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};
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for (int i = 0; i < 100; i++)
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{
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float width = (i % 10 + 1) / 20f;
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beatmap.HitObjects.Add(new JuiceStream
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{
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X = 0.5f - width / 2,
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Path = new SliderPath(PathType.Linear, new[]
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{
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Vector2.Zero,
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new Vector2(width * CatchPlayfield.BASE_WIDTH, 0)
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}),
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StartTime = i * 2000,
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NewCombo = i % 8 == 0
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});
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}
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return beatmap;
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}
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protected override Player CreatePlayer(Ruleset ruleset)
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{
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Mods.Value = Mods.Value.Concat(new[] { ruleset.GetAutoplayMod() }).ToArray();
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return base.CreatePlayer(ruleset);
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}
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}
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}
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