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https://github.com/osukey/osukey.git
synced 2025-08-03 14:46:38 +09:00
Various code changes, fixes
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@ -6,9 +6,9 @@ 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.Graphics;
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using osu.Framework.Graphics.Containers;
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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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using osu.Game.Rulesets.Judgements;
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using osu.Game.Rulesets.Objects;
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@ -18,7 +18,6 @@ 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.Skinning;
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using osu.Game.Tests.Visual;
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namespace osu.Game.Rulesets.Taiko.Tests.Skinning
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@ -38,35 +37,28 @@ namespace osu.Game.Rulesets.Taiko.Tests.Skinning
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TimeRange = { Value = 5000 },
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};
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[Cached(typeof(IBindable<WorkingBeatmap>))]
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private Bindable<WorkingBeatmap> beatmap = new Bindable<WorkingBeatmap>();
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private readonly List<DrawableTaikoMascot> mascots = new List<DrawableTaikoMascot>();
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private readonly List<SkinnableDrawable> skinnables = new List<SkinnableDrawable>();
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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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[Test]
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public void TestStateTextures()
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{
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AddStep("Set beatmap", () => setBeatmap());
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AddStep("Create mascot (idle)", () =>
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{
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skinnables.Clear();
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SetContents(() =>
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{
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var skinnable = getMascot();
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skinnables.Add(skinnable);
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return skinnable;
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});
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});
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AddUntilStep("Wait for SkinnableDrawable", () => skinnables.Any(d => d.Drawable is DrawableTaikoMascot));
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AddStep("Collect mascots", () =>
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{
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mascots.Clear();
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foreach (var skinnable in skinnables)
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SetContents(() =>
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{
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if (skinnable.Drawable is DrawableTaikoMascot mascot)
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mascots.Add(mascot);
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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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});
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AddStep("Clear state", () => setState(TaikoMascotAnimationState.Clear));
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@ -76,59 +68,25 @@ namespace osu.Game.Rulesets.Taiko.Tests.Skinning
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AddStep("Fail state", () => setState(TaikoMascotAnimationState.Fail));
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}
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private void setState(TaikoMascotAnimationState state)
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{
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foreach (var mascot in mascots)
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{
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if (mascot == null)
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continue;
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mascot.Dumb = true;
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mascot.State = state;
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}
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}
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private SkinnableDrawable getMascot() =>
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new SkinnableDrawable(new TaikoSkinComponent(TaikoSkinComponents.TaikoDon), _ => new Container(), confineMode: ConfineMode.ScaleToFit)
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{
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RelativePositionAxes = Axes.Both
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};
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[Test]
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public void TestPlayfield()
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{
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AddStep("Create playfield", () =>
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AddStep("Set beatmap", () => setBeatmap());
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AddStep("Create ruleset", () =>
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{
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playfields.Clear();
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rulesets.Clear();
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SetContents(() =>
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{
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var playfield = new TaikoPlayfield(new ControlPointInfo())
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{
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Height = 0.4f,
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Anchor = Anchor.BottomLeft,
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Origin = Anchor.BottomLeft,
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};
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playfields.Add(playfield);
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return playfield;
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var ruleset = new TaikoRuleset();
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var drawableRuleset = new DrawableTaikoRuleset(ruleset, beatmap.Value.GetPlayableBeatmap(ruleset.RulesetInfo));
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rulesets.Add(drawableRuleset);
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return drawableRuleset;
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});
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});
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AddUntilStep("Wait for SkinnableDrawable", () => playfields.Any(p => p.ChildrenOfType<DrawableTaikoMascot>().Any()));
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AddStep("Collect mascots", () =>
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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<DrawableTaikoMascot>().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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AddStep("Collect playfields", collectPlayfields);
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AddStep("Collect mascots", collectMascots);
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AddStep("Create hit (miss)", () =>
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{
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@ -136,7 +94,7 @@ namespace osu.Game.Rulesets.Taiko.Tests.Skinning
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addJudgement(playfield, HitResult.Miss);
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});
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AddAssert("Check if state is fail", () => mascots.Where(d => d != null).All(d => d.PlayfieldState.Value == TaikoMascotAnimationState.Fail));
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AddUntilStep("Wait for fail state", () => mascots.Where(d => d != null).All(d => d.State == TaikoMascotAnimationState.Fail));
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AddStep("Create hit (great)", () =>
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{
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@ -144,12 +102,111 @@ namespace osu.Game.Rulesets.Taiko.Tests.Skinning
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addJudgement(playfield, HitResult.Great);
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});
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AddAssert("Check if state is idle", () => mascots.Where(d => d != null).All(d => d.PlayfieldState.Value == TaikoMascotAnimationState.Idle));
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AddUntilStep("Wait for idle state", () => mascots.Where(d => d != null).All(d => d.State == TaikoMascotAnimationState.Idle));
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}
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[Test]
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public void TestKiai()
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{
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AddStep("Set beatmap", () => setBeatmap(true));
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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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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, beatmap.Value.GetPlayableBeatmap(ruleset.RulesetInfo));
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rulesets.Add(drawableRuleset);
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return drawableRuleset;
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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 fail state", () => mascots.Where(d => d != null).All(d => d.State == TaikoMascotAnimationState.Fail));
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AddStep("Create hit (great)", () =>
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{
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foreach (var playfield in playfields)
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addJudgement(playfield, HitResult.Great);
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});
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AddUntilStep("Wait for kiai state", () => mascots.Where(d => d != null).All(d => d.State == TaikoMascotAnimationState.Kiai));
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}
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private void setBeatmap(bool kiai = false)
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{
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var controlPointInfo = new ControlPointInfo();
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controlPointInfo.Add(0, new TimingControlPoint { BeatLength = 90 });
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if (kiai)
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controlPointInfo.Add(0, new EffectControlPoint { KiaiMode = true });
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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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{
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BaseDifficulty = new BeatmapDifficulty(),
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Metadata = new BeatmapMetadata
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{
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Artist = @"Unknown",
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Title = @"Sample Beatmap",
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AuthorString = @"Craftplacer",
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},
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Ruleset = new TaikoRuleset().RulesetInfo
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},
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ControlPointInfo = controlPointInfo
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});
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}
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private void setState(TaikoMascotAnimationState state)
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{
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foreach (var mascot in mascots)
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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) 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<DrawableTaikoMascot>()
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.SingleOrDefault();
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if (mascot != null) mascots.Add(mascot);
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}
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}
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private void addJudgement(TaikoPlayfield playfield, HitResult result)
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{
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playfield.OnNewResult(new DrawableRimHit(new Hit()), new JudgementResult(new HitObject(), new TaikoJudgement()) { Type = result });
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}
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private class TestDrawableTaikoMascot : DrawableTaikoMascot
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{
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public TestDrawableTaikoMascot(TaikoMascotAnimationState startingState = TaikoMascotAnimationState.Idle)
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: base(startingState)
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{
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}
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protected override TaikoMascotAnimationState GetFinalAnimationState(EffectControlPoint effectPoint, TaikoMascotAnimationState playfieldState)
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{
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return State;
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}
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}
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}
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}
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