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Update juice stream blueprint tests
No "clipping" occur anymore for vertex positions. Instead, clipping may occur when the path is converted to a slider. Add tests for automatic slider velocity change.
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@ -101,31 +101,16 @@ namespace osu.Game.Rulesets.Catch.Tests.Editor
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}
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[Test]
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public void TestClampedPositionIsRestored()
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public void TestSliderVelocityChange()
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{
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const double velocity = 0.25;
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double[] times = { 100, 500, 700 };
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float[] positions = { 100, 100, 100 };
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addBlueprintStep(times, positions, velocity);
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double[] times = { 100, 300 };
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float[] positions = { 200, 300 };
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addBlueprintStep(times, positions);
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AddAssert("default slider velocity", () => hitObject.DifficultyControlPoint.SliderVelocityBindable.IsDefault);
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addDragStartStep(times[1], positions[1]);
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AddMouseMoveStep(times[1], 200);
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addVertexCheckStep(3, 1, times[1], 200);
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addVertexCheckStep(3, 2, times[2], 150);
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AddMouseMoveStep(times[1], 100);
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addVertexCheckStep(3, 1, times[1], 100);
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// Stored position is restored.
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addVertexCheckStep(3, 2, times[2], positions[2]);
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AddMouseMoveStep(times[1], 300);
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addDragEndStep();
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addDragStartStep(times[1], 300);
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AddMouseMoveStep(times[1], 100);
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// Position is different because a changed position is committed when the previous drag is ended.
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addVertexCheckStep(3, 2, times[2], 250);
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AddMouseMoveStep(times[1], 400);
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AddAssert("slider velocity changed", () => !hitObject.DifficultyControlPoint.SliderVelocityBindable.IsDefault);
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}
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[Test]
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@ -174,7 +159,7 @@ namespace osu.Game.Rulesets.Catch.Tests.Editor
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addAddVertexSteps(500, 150);
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addVertexCheckStep(3, 1, 500, 150);
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addAddVertexSteps(90, 220);
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addAddVertexSteps(90, 200);
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addVertexCheckStep(4, 1, times[0], positions[0]);
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addAddVertexSteps(750, 180);
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