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Check nested hitobjects while asserting accent colour
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@ -9,6 +9,8 @@ using osu.Framework.Allocation;
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using osu.Framework.Audio;
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using osu.Framework.Audio;
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using osu.Game.Beatmaps;
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using osu.Game.Beatmaps;
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using osu.Game.Configuration;
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using osu.Game.Configuration;
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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.Osu.Objects;
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using osu.Game.Rulesets.Osu.Objects;
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using osu.Game.Skinning;
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using osu.Game.Skinning;
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using osu.Game.Tests.Beatmaps;
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using osu.Game.Tests.Beatmaps;
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@ -113,31 +115,43 @@ namespace osu.Game.Rulesets.Osu.Tests
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{
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{
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int index = 0;
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int index = 0;
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foreach (var drawable in TestPlayer.DrawableRuleset.Playfield.AllHitObjects)
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return TestPlayer.DrawableRuleset.Playfield.AllHitObjects.All(d =>
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{
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{
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index = nextExpectedComboIndex(index, (OsuHitObject)drawable.HitObject);
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index = nextExpectedComboIndex(index, (OsuHitObject)d.HitObject);
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return checkComboColour(d, expectedColours[index % expectedColours.Length]);
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if (drawable.AccentColour.Value != expectedColours[index % expectedColours.Length])
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});
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return false;
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}
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return true;
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});
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});
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static bool checkComboColour(DrawableHitObject drawableHitObject, Color4 expectedColour)
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{
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return drawableHitObject.AccentColour.Value == expectedColour &&
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drawableHitObject.NestedHitObjects.All(n => checkComboColour(n, expectedColour));
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}
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}
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}
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private static IEnumerable<OsuHitObject> getHitCirclesWithLegacyOffsets()
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private static IEnumerable<OsuHitObject> getHitCirclesWithLegacyOffsets()
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{
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{
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var hitObjects = new List<OsuHitObject>();
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var hitObjects = new List<OsuHitObject>();
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for (int i = 0; i < 5; i++)
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for (int i = 0; i < 10; i++)
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{
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{
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hitObjects.Add(new HitCircle
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var hitObject = i % 2 == 0
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{
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? (OsuHitObject)new HitCircle()
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StartTime = i,
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: new Slider()
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Position = new Vector2(256, 192),
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{
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NewCombo = true,
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Path = new SliderPath(new[]
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ComboOffset = i,
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{
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});
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new PathControlPoint(new Vector2(0, 0)),
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new PathControlPoint(new Vector2(100, 0)),
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})
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};
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hitObject.StartTime = i;
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hitObject.Position = new Vector2(256, 192);
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hitObject.NewCombo = true;
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hitObject.ComboOffset = i;
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hitObjects.Add(hitObject);
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}
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}
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return hitObjects;
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return hitObjects;
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