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