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osu-lazer/osu.Game.Rulesets.Osu.Tests/TestSceneShaking.cs

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// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
// See the LICENCE file in the repository root for full licence text.
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using System.Collections.Generic;
using System.Diagnostics;
using osu.Framework.Threading;
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using osu.Framework.Utils;
using osu.Game.Beatmaps;
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using osu.Game.Rulesets.Osu.Objects;
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using osu.Game.Rulesets.Scoring;
namespace osu.Game.Rulesets.Osu.Tests
{
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public partial class TestSceneShaking : TestSceneHitCircle
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{
private readonly List<ScheduledDelegate> scheduledTasks = new List<ScheduledDelegate>();
protected override IBeatmap CreateBeatmapForSkinProvider()
{
// best way to run cleanup before a new step is run
foreach (var task in scheduledTasks)
task.Cancel();
scheduledTasks.Clear();
return base.CreateBeatmapForSkinProvider();
}
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protected override TestDrawableHitCircle CreateDrawableHitCircle(HitCircle circle, bool auto, double hitOffset = 0)
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{
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var drawableHitObject = base.CreateDrawableHitCircle(circle, auto, hitOffset);
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Debug.Assert(drawableHitObject.HitObject.HitWindows != null);
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double delay = drawableHitObject.HitObject.StartTime - (drawableHitObject.HitObject.HitWindows.WindowFor(HitResult.Miss) + RNG.Next(0, 300)) - Time.Current;
scheduledTasks.Add(Scheduler.AddDelayed(() => drawableHitObject.TriggerJudgement(), delay));
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return drawableHitObject;
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}
}
}