Add step to randomize judged object's combo colour

This commit is contained in:
Salman Ahmed
2020-08-19 08:29:24 +03:00
parent a59dabca7e
commit dde0bc6070

View File

@ -6,6 +6,7 @@ using NUnit.Framework;
using osu.Framework.Allocation; using osu.Framework.Allocation;
using osu.Framework.Bindables; using osu.Framework.Bindables;
using osu.Framework.Graphics; using osu.Framework.Graphics;
using osu.Framework.Utils;
using osu.Game.Rulesets.Catch.Objects; using osu.Game.Rulesets.Catch.Objects;
using osu.Game.Rulesets.Catch.Objects.Drawables; using osu.Game.Rulesets.Catch.Objects.Drawables;
using osu.Game.Rulesets.Catch.UI; using osu.Game.Rulesets.Catch.UI;
@ -23,6 +24,8 @@ namespace osu.Game.Rulesets.Catch.Tests
private GameplayBeatmap gameplayBeatmap; private GameplayBeatmap gameplayBeatmap;
private readonly Bindable<bool> isBreakTime = new BindableBool(); private readonly Bindable<bool> isBreakTime = new BindableBool();
private Color4 judgedObjectColour = Color4.White;
[BackgroundDependencyLoader] [BackgroundDependencyLoader]
private void load() private void load()
{ {
@ -50,7 +53,17 @@ namespace osu.Game.Rulesets.Catch.Tests
{ {
AddRepeatStep("perform hit", () => performJudgement(HitResult.Perfect), 20); AddRepeatStep("perform hit", () => performJudgement(HitResult.Perfect), 20);
AddStep("perform miss", () => performJudgement(HitResult.Miss)); AddStep("perform miss", () => performJudgement(HitResult.Miss));
AddToggleStep("toggle gameplay break", v => isBreakTime.Value = v); AddToggleStep("toggle gameplay break", v => isBreakTime.Value = v);
AddStep("randomize judged object colour", () =>
{
judgedObjectColour = new Color4(
RNG.NextSingle(1f),
RNG.NextSingle(1f),
RNG.NextSingle(1f),
1f
);
});
} }
private void performJudgement(HitResult type, Judgement judgement = null) private void performJudgement(HitResult type, Judgement judgement = null)