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osu-lazer/osu.Game.Rulesets.Taiko.Tests/TestSceneSampleOutput.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.
using System.Collections.Generic;
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using System.Linq;
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using osu.Framework.Testing;
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using osu.Game.Audio;
using osu.Game.Beatmaps;
using osu.Game.Rulesets.Taiko.Objects.Drawables;
namespace osu.Game.Rulesets.Taiko.Tests
{
/// <summary>
/// Taiko has some interesting rules for legacy mappings.
/// </summary>
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[HeadlessTest]
public class TestSceneSampleOutput : TestSceneTaikoPlayer
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{
public override void SetUpSteps()
{
base.SetUpSteps();
string[] expectedSampleNames =
{
string.Empty,
string.Empty,
string.Empty,
string.Empty,
HitSampleInfo.HIT_FINISH,
HitSampleInfo.HIT_WHISTLE,
HitSampleInfo.HIT_WHISTLE,
HitSampleInfo.HIT_WHISTLE,
};
var actualSampleNames = new List<string>();
// due to pooling we can't access all samples right away due to object re-use,
// so we need to collect as we go.
AddStep("collect sample names", () => Player.DrawableRuleset.Playfield.NewResult += (dho, _) =>
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{
if (!(dho is DrawableHit h))
return;
actualSampleNames.Add(string.Join(',', h.GetSamples().Select(s => s.Name)));
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});
AddUntilStep("all samples collected", () => actualSampleNames.Count == expectedSampleNames.Length);
AddAssert("samples are correct", () => actualSampleNames.SequenceEqual(expectedSampleNames));
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}
protected override IBeatmap CreateBeatmap(RulesetInfo ruleset) => new TaikoBeatmapConversionTest().GetBeatmap("sample-to-type-conversions");
}
}