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Rename test cases to test scenes inline with the framework change
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257
osu.Game.Rulesets.Taiko.Tests/TestSceneTaikoPlayfield.cs
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257
osu.Game.Rulesets.Taiko.Tests/TestSceneTaikoPlayfield.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;
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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.Framework.Graphics;
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using osu.Framework.Graphics.Containers;
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using osu.Framework.MathUtils;
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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.Judgements;
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using osu.Game.Rulesets.Mods;
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using osu.Game.Rulesets.Objects;
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using osu.Game.Rulesets.Objects.Drawables;
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using osu.Game.Rulesets.Taiko.Judgements;
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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.Rulesets.Taiko.UI;
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using osu.Game.Tests.Beatmaps;
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using osu.Game.Tests.Visual;
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using osuTK;
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using osu.Game.Rulesets.Scoring;
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namespace osu.Game.Rulesets.Taiko.Tests
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{
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[TestFixture]
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public class TestSceneTaikoPlayfield : OsuTestScene
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{
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private const double default_duration = 1000;
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private const float scroll_time = 1000;
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protected override double TimePerAction => default_duration * 2;
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private readonly Random rng = new Random(1337);
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private DrawableTaikoRuleset drawableRuleset;
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private Container playfieldContainer;
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[BackgroundDependencyLoader]
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private void load()
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{
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AddStep("Hit", () => addHitJudgement(false));
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AddStep("Strong hit", () => addStrongHitJudgement(false));
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AddStep("Kiai hit", () => addHitJudgement(true));
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AddStep("Strong kiai hit", () => addStrongHitJudgement(true));
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AddStep("Miss :(", addMissJudgement);
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AddStep("DrumRoll", () => addDrumRoll(false));
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AddStep("Strong DrumRoll", () => addDrumRoll(true));
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AddStep("Swell", () => addSwell());
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AddStep("Centre", () => addCentreHit(false));
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AddStep("Strong Centre", () => addCentreHit(true));
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AddStep("Rim", () => addRimHit(false));
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AddStep("Strong Rim", () => addRimHit(true));
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AddStep("Add bar line", () => addBarLine(false));
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AddStep("Add major bar line", () => addBarLine(true));
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AddStep("Height test 1", () => changePlayfieldSize(1));
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AddStep("Height test 2", () => changePlayfieldSize(2));
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AddStep("Height test 3", () => changePlayfieldSize(3));
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AddStep("Height test 4", () => changePlayfieldSize(4));
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AddStep("Height test 5", () => changePlayfieldSize(5));
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AddStep("Reset height", () => changePlayfieldSize(6));
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var controlPointInfo = new ControlPointInfo();
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controlPointInfo.TimingPoints.Add(new TimingControlPoint());
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WorkingBeatmap beatmap = new TestWorkingBeatmap(new Beatmap
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{
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HitObjects = new List<HitObject> { new CentreHit() },
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BeatmapInfo = new BeatmapInfo
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{
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BaseDifficulty = new BeatmapDifficulty(),
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Metadata = new BeatmapMetadata
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{
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Artist = @"Unknown",
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Title = @"Sample Beatmap",
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AuthorString = @"peppy",
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},
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Ruleset = new TaikoRuleset().RulesetInfo
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},
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ControlPointInfo = controlPointInfo
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}, Clock);
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Add(playfieldContainer = new Container
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{
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Anchor = Anchor.Centre,
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Origin = Anchor.Centre,
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RelativeSizeAxes = Axes.X,
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Height = 768,
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Children = new[] { drawableRuleset = new DrawableTaikoRuleset(new TaikoRuleset(), beatmap, Array.Empty<Mod>()) }
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});
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}
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private void changePlayfieldSize(int step)
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{
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double delay = 0;
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// Add new hits
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switch (step)
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{
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case 1:
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addCentreHit(false);
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break;
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case 2:
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addCentreHit(true);
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break;
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case 3:
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addDrumRoll(false);
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break;
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case 4:
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addDrumRoll(true);
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break;
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case 5:
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addSwell();
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delay = scroll_time - 100;
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break;
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}
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// Tween playfield height
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switch (step)
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{
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default:
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playfieldContainer.Delay(delay).ResizeTo(new Vector2(1, rng.Next(25, 400)), 500);
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break;
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case 6:
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playfieldContainer.Delay(delay).ResizeTo(new Vector2(1, TaikoPlayfield.DEFAULT_HEIGHT), 500);
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break;
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}
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}
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private void addHitJudgement(bool kiai)
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{
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HitResult hitResult = RNG.Next(2) == 0 ? HitResult.Good : HitResult.Great;
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var cpi = new ControlPointInfo();
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cpi.EffectPoints.Add(new EffectControlPoint { KiaiMode = kiai });
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Hit hit = new Hit();
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hit.ApplyDefaults(cpi, new BeatmapDifficulty());
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var h = new DrawableTestHit(hit) { X = RNG.NextSingle(hitResult == HitResult.Good ? -0.1f : -0.05f, hitResult == HitResult.Good ? 0.1f : 0.05f) };
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((TaikoPlayfield)drawableRuleset.Playfield).OnNewResult(h, new JudgementResult(new TaikoJudgement()) { Type = hitResult });
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}
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private void addStrongHitJudgement(bool kiai)
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{
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HitResult hitResult = RNG.Next(2) == 0 ? HitResult.Good : HitResult.Great;
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var cpi = new ControlPointInfo();
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cpi.EffectPoints.Add(new EffectControlPoint { KiaiMode = kiai });
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Hit hit = new Hit();
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hit.ApplyDefaults(cpi, new BeatmapDifficulty());
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var h = new DrawableTestHit(hit) { X = RNG.NextSingle(hitResult == HitResult.Good ? -0.1f : -0.05f, hitResult == HitResult.Good ? 0.1f : 0.05f) };
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((TaikoPlayfield)drawableRuleset.Playfield).OnNewResult(h, new JudgementResult(new TaikoJudgement()) { Type = hitResult });
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((TaikoPlayfield)drawableRuleset.Playfield).OnNewResult(new TestStrongNestedHit(h), new JudgementResult(new TaikoStrongJudgement()) { Type = HitResult.Great });
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}
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private void addMissJudgement()
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{
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((TaikoPlayfield)drawableRuleset.Playfield).OnNewResult(new DrawableTestHit(new Hit()), new JudgementResult(new TaikoJudgement()) { Type = HitResult.Miss });
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}
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private void addBarLine(bool major, double delay = scroll_time)
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{
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BarLine bl = new BarLine { StartTime = drawableRuleset.Playfield.Time.Current + delay };
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drawableRuleset.Playfield.Add(major ? new DrawableBarLineMajor(bl) : new DrawableBarLine(bl));
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}
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private void addSwell(double duration = default_duration)
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{
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var swell = new Swell
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{
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StartTime = drawableRuleset.Playfield.Time.Current + scroll_time,
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Duration = duration,
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};
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swell.ApplyDefaults(new ControlPointInfo(), new BeatmapDifficulty());
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drawableRuleset.Playfield.Add(new DrawableSwell(swell));
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}
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private void addDrumRoll(bool strong, double duration = default_duration)
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{
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addBarLine(true);
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addBarLine(true, scroll_time + duration);
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var d = new DrumRoll
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{
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StartTime = drawableRuleset.Playfield.Time.Current + scroll_time,
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IsStrong = strong,
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Duration = duration,
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};
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d.ApplyDefaults(new ControlPointInfo(), new BeatmapDifficulty());
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drawableRuleset.Playfield.Add(new DrawableDrumRoll(d));
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}
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private void addCentreHit(bool strong)
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{
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Hit h = new Hit
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{
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StartTime = drawableRuleset.Playfield.Time.Current + scroll_time,
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IsStrong = strong
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};
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h.ApplyDefaults(new ControlPointInfo(), new BeatmapDifficulty());
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drawableRuleset.Playfield.Add(new DrawableCentreHit(h));
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}
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private void addRimHit(bool strong)
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{
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Hit h = new Hit
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{
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StartTime = drawableRuleset.Playfield.Time.Current + scroll_time,
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IsStrong = strong
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};
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h.ApplyDefaults(new ControlPointInfo(), new BeatmapDifficulty());
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drawableRuleset.Playfield.Add(new DrawableRimHit(h));
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}
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private class TestStrongNestedHit : DrawableStrongNestedHit
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{
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public TestStrongNestedHit(DrawableHitObject mainObject)
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: base(null, mainObject)
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{
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}
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public override bool OnPressed(TaikoAction action) => false;
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}
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private class DrawableTestHit : DrawableHitObject<TaikoHitObject>
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{
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public DrawableTestHit(TaikoHitObject hitObject)
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: base(hitObject)
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{
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}
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protected override void UpdateState(ArmedState state)
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{
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}
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}
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}
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}
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