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Make osu/taiko/catch use Ok+Great
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@ -102,7 +102,7 @@ namespace osu.Game.Rulesets.Taiko.Tests.Skinning
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createDrawableRuleset();
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assertStateAfterResult(new JudgementResult(new Hit(), new TaikoJudgement()) { Type = HitResult.Good }, TaikoMascotAnimationState.Kiai);
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assertStateAfterResult(new JudgementResult(new Hit(), new TaikoJudgement()) { Type = HitResult.Ok }, TaikoMascotAnimationState.Kiai);
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assertStateAfterResult(new JudgementResult(new Hit(), new TaikoStrongJudgement()) { Type = HitResult.IgnoreMiss }, TaikoMascotAnimationState.Kiai);
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assertStateAfterResult(new JudgementResult(new Hit(), new TaikoJudgement()) { Type = HitResult.Miss }, TaikoMascotAnimationState.Fail);
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}
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@ -117,7 +117,7 @@ namespace osu.Game.Rulesets.Taiko.Tests.Skinning
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assertStateAfterResult(new JudgementResult(new Hit(), new TaikoJudgement()) { Type = HitResult.Great }, TaikoMascotAnimationState.Idle);
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assertStateAfterResult(new JudgementResult(new Hit(), new TaikoJudgement()) { Type = HitResult.Miss }, TaikoMascotAnimationState.Fail);
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assertStateAfterResult(new JudgementResult(new DrumRoll(), new TaikoDrumRollJudgement()) { Type = HitResult.Great }, TaikoMascotAnimationState.Idle);
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assertStateAfterResult(new JudgementResult(new Hit(), new TaikoJudgement()) { Type = HitResult.Good }, TaikoMascotAnimationState.Idle);
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assertStateAfterResult(new JudgementResult(new Hit(), new TaikoJudgement()) { Type = HitResult.Ok }, TaikoMascotAnimationState.Idle);
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}
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[TestCase(true)]
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@ -130,7 +130,7 @@ namespace osu.Game.Rulesets.Taiko.Tests.Skinning
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AddRepeatStep("reach 49 combo", () => applyNewResult(new JudgementResult(new Hit(), new TaikoJudgement()) { Type = HitResult.Great }), 49);
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assertStateAfterResult(new JudgementResult(new Hit(), new TaikoJudgement()) { Type = HitResult.Good }, TaikoMascotAnimationState.Clear);
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assertStateAfterResult(new JudgementResult(new Hit(), new TaikoJudgement()) { Type = HitResult.Ok }, TaikoMascotAnimationState.Clear);
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}
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[TestCase(true, TaikoMascotAnimationState.Kiai)]
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