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osu-lazer/osu.Game.Tests/Visual/Ranking/TestSceneAccuracyCircle.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;
using NUnit.Framework;
using osu.Framework.Extensions.Color4Extensions;
using osu.Framework.Graphics;
using osu.Framework.Graphics.Colour;
using osu.Framework.Graphics.Containers;
using osu.Framework.Graphics.Shapes;
using osu.Game.Rulesets.Mods;
using osu.Game.Rulesets.Osu;
using osu.Game.Rulesets.Osu.Mods;
using osu.Game.Rulesets.Scoring;
using osu.Game.Scoring;
using osu.Game.Screens.Ranking.Expanded.Accuracy;
using osu.Game.Tests.Beatmaps;
using osu.Game.Users;
using osuTK;
namespace osu.Game.Tests.Visual.Ranking
{
public class TestSceneAccuracyCircle : OsuTestScene
{
[TestCase(0.2, ScoreRank.D)]
[TestCase(0.5, ScoreRank.D)]
[TestCase(0.75, ScoreRank.C)]
[TestCase(0.85, ScoreRank.B)]
[TestCase(0.925, ScoreRank.A)]
[TestCase(0.975, ScoreRank.S)]
[TestCase(0.9999, ScoreRank.S)]
[TestCase(1, ScoreRank.X)]
public void TestRank(double accuracy, ScoreRank rank)
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{
var score = createScore(accuracy, rank);
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addCircleStep(score);
}
private void addCircleStep(ScoreInfo score) => AddStep("add panel", () =>
{
Children = new Drawable[]
{
new Container
{
Anchor = Anchor.Centre,
Origin = Anchor.Centre,
Size = new Vector2(500, 700),
Children = new Drawable[]
{
new Box
{
RelativeSizeAxes = Axes.Both,
Colour = ColourInfo.GradientVertical(Color4Extensions.FromHex("#555"), Color4Extensions.FromHex("#333"))
}
}
},
new AccuracyCircle(score, true)
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{
Anchor = Anchor.Centre,
Origin = Anchor.Centre,
Size = new Vector2(230)
}
};
});
private ScoreInfo createScore(double accuracy, ScoreRank rank) => new ScoreInfo
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{
User = new User
{
Id = 2,
Username = "peppy",
},
Beatmap = new TestBeatmap(new OsuRuleset().RulesetInfo).BeatmapInfo,
Mods = new Mod[] { new OsuModHardRock(), new OsuModDoubleTime() },
TotalScore = 2845370,
Accuracy = accuracy,
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MaxCombo = 999,
Rank = rank,
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Date = DateTimeOffset.Now,
Statistics =
{
{ HitResult.Miss, 1 },
{ HitResult.Meh, 50 },
{ HitResult.Good, 100 },
{ HitResult.Great, 300 },
}
};
}
}