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Merge branch 'master' into slider-tick-display
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commit
13060c8698
@ -1,51 +0,0 @@
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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.Linq;
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using NUnit.Framework;
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using osu.Framework.Testing;
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using osu.Game.Beatmaps;
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using osu.Game.Rulesets.Osu.Objects;
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using osu.Game.Rulesets.Osu.Objects.Drawables;
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using osu.Game.Tests.Beatmaps;
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using osu.Game.Tests.Visual;
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namespace osu.Game.Rulesets.Osu.Tests.Editor
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{
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/// <summary>
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/// This test covers autoplay working correctly in the editor on fast streams.
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/// Might seem like a weird test, but frame stability being toggled can cause autoplay to operation incorrectly.
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/// This is clearly a bug with the autoplay algorithm, but is worked around at an editor level for now.
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/// </summary>
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public partial class TestSceneEditorAutoplayFastStreams : EditorTestScene
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{
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protected override IBeatmap CreateBeatmap(RulesetInfo ruleset)
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{
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var testBeatmap = new TestBeatmap(ruleset, false);
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testBeatmap.HitObjects.AddRange(new[]
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{
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new HitCircle { StartTime = 500 },
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new HitCircle { StartTime = 530 },
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new HitCircle { StartTime = 560 },
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new HitCircle { StartTime = 590 },
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new HitCircle { StartTime = 620 },
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});
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return testBeatmap;
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}
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protected override Ruleset CreateEditorRuleset() => new OsuRuleset();
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[Test]
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public void TestAllHit()
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{
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AddStep("start playback", () => EditorClock.Start());
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AddUntilStep("wait for all hit", () =>
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{
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DrawableHitCircle[] hitCircles = Editor.ChildrenOfType<DrawableHitCircle>().OrderBy(s => s.HitObject.StartTime).ToArray();
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return hitCircles.Length == 5 && hitCircles.All(h => h.IsHit);
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});
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}
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}
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}
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@ -46,12 +46,10 @@ namespace osu.Game.Rulesets.Osu.Tests.Editor
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moveMouseToObject(() => slider);
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AddStep("seek after end", () => EditorClock.Seek(750));
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AddUntilStep("wait for seek", () => !EditorClock.IsSeeking);
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AddStep("left click", () => InputManager.Click(MouseButton.Left));
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AddAssert("slider not selected", () => EditorBeatmap.SelectedHitObjects.Count == 0);
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AddStep("seek to visible", () => EditorClock.Seek(650));
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AddUntilStep("wait for seek", () => !EditorClock.IsSeeking);
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AddStep("left click", () => InputManager.Click(MouseButton.Left));
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AddUntilStep("slider selected", () => EditorBeatmap.SelectedHitObjects.Single() == slider);
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}
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@ -1,7 +1,6 @@
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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;
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using System.Linq;
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using osu.Framework.Allocation;
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using osu.Framework.Extensions.ObjectExtensions;
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@ -27,9 +26,6 @@ namespace osu.Game.Rulesets.Edit
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[Resolved]
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private EditorBeatmap beatmap { get; set; } = null!;
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[Resolved]
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private EditorClock editorClock { get; set; } = null!;
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public DrawableEditorRulesetWrapper(DrawableRuleset<TObject> drawableRuleset)
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{
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this.drawableRuleset = drawableRuleset;
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@ -42,6 +38,7 @@ namespace osu.Game.Rulesets.Edit
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[BackgroundDependencyLoader]
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private void load()
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{
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drawableRuleset.FrameStablePlayback = false;
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Playfield.DisplayJudgements.Value = false;
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}
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@ -68,22 +65,6 @@ namespace osu.Game.Rulesets.Edit
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Scheduler.AddOnce(regenerateAutoplay);
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}
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protected override void Update()
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{
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base.Update();
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// Whenever possible, we want to stay in frame stability playback.
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// Without doing so, we run into bugs with some gameplay elements not behaving as expected.
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//
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// Note that this is not using EditorClock.IsSeeking as that would exit frame stability
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// on all seeks. The intention here is to retain frame stability for small seeks.
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//
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// I still think no gameplay elements should require frame stability in the first place, but maybe that ship has sailed already..
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bool shouldBypassFrameStability = Math.Abs(drawableRuleset.FrameStableClock.CurrentTime - editorClock.CurrentTime) > 1000;
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drawableRuleset.FrameStablePlayback = !shouldBypassFrameStability;
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}
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private void regenerateAutoplay()
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{
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var autoplayMod = drawableRuleset.Mods.OfType<ModAutoplay>().Single();
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