Merge branch 'taiko-don' of https://github.com/Craftplacer/osu into taiko-don

This commit is contained in:
Craftplacer
2020-04-28 23:51:34 +02:00
21 changed files with 407 additions and 189 deletions

View File

@ -6,7 +6,6 @@ using System.Collections.Generic;
using System.Linq;
using NUnit.Framework;
using osu.Framework.Allocation;
using osu.Framework.Bindables;
using osu.Framework.Testing;
using osu.Game.Beatmaps;
using osu.Game.Beatmaps.ControlPoints;
@ -15,7 +14,6 @@ using osu.Game.Rulesets.Objects;
using osu.Game.Rulesets.Scoring;
using osu.Game.Rulesets.Taiko.Judgements;
using osu.Game.Rulesets.Taiko.Objects;
using osu.Game.Rulesets.Taiko.Objects.Drawables;
using osu.Game.Rulesets.Taiko.UI;
using osu.Game.Rulesets.UI.Scrolling;
using osu.Game.Tests.Visual;
@ -37,17 +35,8 @@ namespace osu.Game.Rulesets.Taiko.Tests.Skinning
TimeRange = { Value = 5000 },
};
private Bindable<WorkingBeatmap> workingBeatmap;
private readonly List<DrawableTaikoMascot> mascots = new List<DrawableTaikoMascot>();
private readonly List<TaikoPlayfield> playfields = new List<TaikoPlayfield>();
private readonly List<DrawableTaikoRuleset> rulesets = new List<DrawableTaikoRuleset>();
[BackgroundDependencyLoader]
private void load(Bindable<WorkingBeatmap> beatmap)
{
workingBeatmap = beatmap;
}
private IEnumerable<TestDrawableTaikoMascot> mascots => this.ChildrenOfType<TestDrawableTaikoMascot>();
private IEnumerable<TaikoPlayfield> playfields => this.ChildrenOfType<TaikoPlayfield>();
[Test]
public void TestStateTextures()
@ -56,14 +45,7 @@ namespace osu.Game.Rulesets.Taiko.Tests.Skinning
AddStep("Create mascot (idle)", () =>
{
mascots.Clear();
SetContents(() =>
{
var mascot = new TestDrawableTaikoMascot();
mascots.Add(mascot);
return mascot;
});
SetContents(() => new TestDrawableTaikoMascot());
});
AddStep("Clear state", () => setState(TaikoMascotAnimationState.Clear));
@ -80,19 +62,13 @@ namespace osu.Game.Rulesets.Taiko.Tests.Skinning
AddStep("Create ruleset", () =>
{
rulesets.Clear();
SetContents(() =>
{
var ruleset = new TaikoRuleset();
var drawableRuleset = new DrawableTaikoRuleset(ruleset, workingBeatmap.Value.GetPlayableBeatmap(ruleset.RulesetInfo));
rulesets.Add(drawableRuleset);
return drawableRuleset;
return new DrawableTaikoRuleset(ruleset, Beatmap.Value.GetPlayableBeatmap(ruleset.RulesetInfo));
});
});
AddStep("Collect playfields", collectPlayfields);
AddStep("Collect mascots", collectMascots);
AddStep("Create hit (great)", () => addJudgement(HitResult.Miss));
AddUntilStep("Wait for idle state", () => checkForState(TaikoMascotAnimationState.Fail));
@ -105,29 +81,23 @@ namespace osu.Game.Rulesets.Taiko.Tests.Skinning
{
AddStep("Set beatmap", () => setBeatmap(true));
AddUntilStep("Wait for beatmap to be loaded", () => workingBeatmap.Value.Track.IsLoaded);
AddUntilStep("Wait for beatmap to be loaded", () => Beatmap.Value.Track.IsLoaded);
AddStep("Create kiai ruleset", () =>
{
workingBeatmap.Value.Track.Start();
Beatmap.Value.Track.Start();
rulesets.Clear();
SetContents(() =>
{
var ruleset = new TaikoRuleset();
var drawableRuleset = new DrawableTaikoRuleset(ruleset, workingBeatmap.Value.GetPlayableBeatmap(ruleset.RulesetInfo));
rulesets.Add(drawableRuleset);
return drawableRuleset;
return new DrawableTaikoRuleset(ruleset, Beatmap.Value.GetPlayableBeatmap(ruleset.RulesetInfo));
});
});
AddStep("Collect playfields", collectPlayfields);
AddStep("Collect mascots", collectMascots);
AddUntilStep("Wait for idle state", () => checkForState(TaikoMascotAnimationState.Fail));
AddStep("Create hit (great)", () => addJudgement(HitResult.Great));
AddUntilStep("Wait for idle state", () => checkForState(TaikoMascotAnimationState.Kiai));
AddUntilStep("Wait for kiai state", () => checkForState(TaikoMascotAnimationState.Kiai));
}
private void setBeatmap(bool kiai = false)
@ -138,7 +108,7 @@ namespace osu.Game.Rulesets.Taiko.Tests.Skinning
if (kiai)
controlPointInfo.Add(0, new EffectControlPoint { KiaiMode = true });
workingBeatmap.Value = CreateWorkingBeatmap(new Beatmap
Beatmap.Value = CreateWorkingBeatmap(new Beatmap
{
HitObjects = new List<HitObject> { new Hit { Type = HitType.Centre } },
BeatmapInfo = new BeatmapInfo
@ -162,31 +132,15 @@ namespace osu.Game.Rulesets.Taiko.Tests.Skinning
mascot?.ShowState(state);
}
private void collectPlayfields()
{
playfields.Clear();
foreach (var ruleset in rulesets)
playfields.Add(ruleset.ChildrenOfType<TaikoPlayfield>().Single());
}
private void collectMascots()
{
mascots.Clear();
foreach (var playfield in playfields)
{
var mascot = playfield.ChildrenOfType<TestDrawableTaikoMascot>()
.SingleOrDefault();
if (mascot != null)
mascots.Add(mascot);
}
}
private void addJudgement(HitResult result)
{
foreach (var playfield in playfields)
playfield.OnNewResult(new DrawableHit(new Hit()), new JudgementResult(new HitObject(), new TaikoJudgement()) { Type = result });
{
var hit = new DrawableTestHit(new Hit(), result);
Add(hit);
playfield.OnNewResult(hit, new JudgementResult(hit.HitObject, new TaikoJudgement()) { Type = result });
}
}
private bool checkForState(TaikoMascotAnimationState state) => mascots.All(d => d.State == state);