Add kiai support to osu!taiko skinned playfields

This commit is contained in:
Dean Herbert
2020-04-30 16:42:38 +09:00
parent 1cb3f39f60
commit d0a8c0fa71
5 changed files with 82 additions and 10 deletions

View File

@ -9,6 +9,7 @@ using osu.Framework.Extensions.IEnumerableExtensions;
using osu.Framework.Graphics;
using osu.Framework.Testing;
using osu.Game.Beatmaps.ControlPoints;
using osu.Game.Rulesets.Taiko.Beatmaps;
using osu.Game.Rulesets.Taiko.Skinning;
using osu.Game.Rulesets.Taiko.UI;
using osu.Game.Rulesets.UI.Scrolling;
@ -34,6 +35,18 @@ namespace osu.Game.Rulesets.Taiko.Tests.Skinning
public TestSceneTaikoPlayfield()
{
TaikoBeatmap beatmap;
bool kiai = false;
AddStep("set beatmap", () =>
{
Beatmap.Value = CreateWorkingBeatmap(beatmap = new TaikoBeatmap());
beatmap.ControlPointInfo.Add(0, new TimingControlPoint { BeatLength = 1000 });
Beatmap.Value.Track.Start();
});
AddStep("Load playfield", () => SetContents(() => new TaikoPlayfield(new ControlPointInfo())
{
Anchor = Anchor.CentreLeft,
@ -41,6 +54,11 @@ namespace osu.Game.Rulesets.Taiko.Tests.Skinning
}));
AddRepeatStep("change height", () => this.ChildrenOfType<TaikoPlayfield>().ForEach(p => p.Height = Math.Max(0.2f, (p.Height + 0.2f) % 1f)), 50);
AddStep("Toggle kiai", () =>
{
Beatmap.Value.Beatmap.ControlPointInfo.Add(0, new EffectControlPoint { KiaiMode = (kiai = !kiai) });
});
}
}
}