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Merge pull request #16591 from peppy/fix-editor-slider-velocity-saving
Don't include nested hit objects' `DifficultyControlPoints` in legacy encoder logic
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// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
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// See the LICENCE file in the repository root for full licence text.
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using System.Diagnostics;
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using System.Linq;
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using NUnit.Framework;
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using osu.Framework.Input;
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using osu.Framework.Testing;
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using osu.Framework.Utils;
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using osu.Game.Beatmaps;
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using osu.Game.Rulesets.Edit;
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using osu.Game.Rulesets.Osu.Objects;
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using osu.Game.Rulesets.UI;
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using osu.Game.Screens.Edit;
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using osu.Game.Screens.Edit.Compose.Components.Timeline;
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using osu.Game.Screens.Edit.Timing;
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using osu.Game.Tests.Beatmaps;
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using osu.Game.Tests.Visual;
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using osuTK;
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using osuTK.Input;
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namespace osu.Game.Rulesets.Osu.Tests.Editor
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{
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public class TestSceneSliderVelocityAdjust : OsuGameTestScene
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{
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private Screens.Edit.Editor editor => Game.ScreenStack.CurrentScreen as Screens.Edit.Editor;
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private EditorBeatmap editorBeatmap => editor.ChildrenOfType<EditorBeatmap>().FirstOrDefault();
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private EditorClock editorClock => editor.ChildrenOfType<EditorClock>().FirstOrDefault();
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private Slider slider => editorBeatmap.HitObjects.OfType<Slider>().FirstOrDefault();
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private TimelineHitObjectBlueprint blueprint => editor.ChildrenOfType<TimelineHitObjectBlueprint>().FirstOrDefault();
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private DifficultyPointPiece difficultyPointPiece => blueprint.ChildrenOfType<DifficultyPointPiece>().First();
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private IndeterminateSliderWithTextBoxInput<double> velocityTextBox => Game.ChildrenOfType<DifficultyPointPiece.DifficultyEditPopover>().First().ChildrenOfType<IndeterminateSliderWithTextBoxInput<double>>().First();
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protected override IBeatmap CreateBeatmap(RulesetInfo ruleset) => new TestBeatmap(ruleset, false);
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private bool editorComponentsReady => editor.ChildrenOfType<HitObjectComposer>().FirstOrDefault()?.IsLoaded == true
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&& editor.ChildrenOfType<TimelineArea>().FirstOrDefault()?.IsLoaded == true
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&& editor?.ChildrenOfType<Playfield>().FirstOrDefault()?.IsLoaded == true;
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[TestCase(true)]
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[TestCase(false)]
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public void TestVelocityChangeSavesCorrectly(bool adjustVelocity)
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{
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double? velocity = null;
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AddStep("enter editor", () => Game.ScreenStack.Push(new EditorLoader()));
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AddUntilStep("wait for editor load", () => editorComponentsReady);
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AddStep("seek to first control point", () => editorClock.Seek(editorBeatmap.ControlPointInfo.TimingPoints.First().Time));
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AddStep("enter slider placement mode", () => InputManager.Key(Key.Number3));
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AddStep("move mouse to centre", () => InputManager.MoveMouseTo(editor.ChildrenOfType<Playfield>().First().ScreenSpaceDrawQuad.Centre));
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AddStep("start placement", () => InputManager.Click(MouseButton.Left));
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AddStep("move mouse to bottom right", () => InputManager.MoveMouseTo(editor.ChildrenOfType<Playfield>().First().ScreenSpaceDrawQuad.BottomRight - new Vector2(10)));
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AddStep("end placement", () => InputManager.Click(MouseButton.Right));
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AddStep("exit placement mode", () => InputManager.Key(Key.Number1));
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AddAssert("slider placed", () => slider != null);
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AddStep("select slider", () => editorBeatmap.SelectedHitObjects.Add(slider));
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AddAssert("ensure one slider placed", () => slider != null);
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AddStep("store velocity", () => velocity = slider.Velocity);
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if (adjustVelocity)
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{
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AddStep("open velocity adjust panel", () => difficultyPointPiece.TriggerClick());
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AddStep("change velocity", () => velocityTextBox.Current.Value = 2);
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AddAssert("velocity adjusted", () =>
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{
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Debug.Assert(velocity != null);
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return Precision.AlmostEquals(velocity.Value * 2, slider.Velocity);
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});
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AddStep("store velocity", () => velocity = slider.Velocity);
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}
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AddStep("save", () => InputManager.Keys(PlatformAction.Save));
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AddStep("exit", () => InputManager.Key(Key.Escape));
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AddStep("enter editor (again)", () => Game.ScreenStack.Push(new EditorLoader()));
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AddUntilStep("wait for editor load", () => editorComponentsReady);
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AddStep("seek to slider", () => editorClock.Seek(slider.StartTime));
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AddAssert("slider has correct velocity", () => slider.Velocity == velocity);
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}
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}
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}
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@ -242,12 +242,7 @@ namespace osu.Game.Beatmaps.Formats
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yield break;
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foreach (var hitObject in hitObjects)
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{
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yield return hitObject.DifficultyControlPoint;
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foreach (var nested in collectDifficultyControlPoints(hitObject.NestedHitObjects))
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yield return nested;
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}
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}
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void extractDifficultyControlPoints(IEnumerable<HitObject> hitObjects)
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