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Formatting, ordering and simplification
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490fb86f9e
commit
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@ -38,27 +38,33 @@ namespace osu.Game.Rulesets.Osu.Tests
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typeof(DrawableSliderTail),
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typeof(DrawableSliderTail),
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};
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};
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[SetUp]
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private const double time_before_slider = 250;
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public void Setup() => Schedule(() =>
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private const double time_slider_start = 1500;
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{
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private const double time_during_slide_1 = 2500;
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allJudgedFired = false;
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private const double time_during_slide_2 = 3000;
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judgementResults = new List<JudgementResult>();
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private const double time_during_slide_3 = 3500;
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});
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private const double time_during_slide_4 = 4000;
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private List<JudgementResult> judgementResults;
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private bool allJudgedFired;
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public TestCaseSliderInput()
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public TestCaseSliderInput()
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{
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{
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Beatmap.Value = new TestWorkingBeatmap(new Beatmap<OsuHitObject>
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Beatmap.Value = new TestWorkingBeatmap(new Beatmap<OsuHitObject>
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{
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{
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HitObjects = { new Slider
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HitObjects =
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{
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{
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StartTime = time_slider_start,
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new Slider
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Position = new Vector2(0, 0),
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Path = new SliderPath(PathType.PerfectCurve, new[]
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{
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{
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Vector2.Zero,
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StartTime = time_slider_start,
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new Vector2(25, 0),
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Position = new Vector2(0, 0),
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}, 25),
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Path = new SliderPath(PathType.PerfectCurve, new[]
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}},
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{
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Vector2.Zero,
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new Vector2(25, 0),
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}, 25),
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}
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},
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ControlPointInfo =
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ControlPointInfo =
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{
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{
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DifficultyPoints = { new DifficultyControlPoint { SpeedMultiplier = 0.1f } }
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DifficultyPoints = { new DifficultyControlPoint { SpeedMultiplier = 0.1f } }
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@ -73,15 +79,13 @@ namespace osu.Game.Rulesets.Osu.Tests
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AddUntilStep(() => Beatmap.Value.BeatmapLoaded, "Wait for bm load");
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AddUntilStep(() => Beatmap.Value.BeatmapLoaded, "Wait for bm load");
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}
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}
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private const double time_before_slider = 250;
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[SetUp]
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private const double time_slider_start = 1500;
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public void Setup() => Schedule(() =>
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private const double time_during_slide_1 = 2500;
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{
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private const double time_during_slide_2 = 3000;
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allJudgedFired = false;
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private const double time_during_slide_3 = 3500;
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judgementResults = new List<JudgementResult>();
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private const double time_during_slide_4 = 4000;
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});
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private List<JudgementResult> judgementResults;
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private bool allJudgedFired;
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/// <summary>
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/// <summary>
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/// Scenario:
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/// Scenario:
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/// - Press a key before a slider starts
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/// - Press a key before a slider starts
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@ -392,16 +396,14 @@ namespace osu.Game.Rulesets.Osu.Tests
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// Empty frame to be added as a workaround for first frame behavior.
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// Empty frame to be added as a workaround for first frame behavior.
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// If an input exists on the first frame, the input would apply to the entire intro lead-in
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// If an input exists on the first frame, the input would apply to the entire intro lead-in
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// Likely requires some discussion regarding how first frame inputs should be handled.
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// Likely requires some discussion regarding how first frame inputs should be handled.
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frames.Insert(0, new OsuReplayFrame { Position = new Vector2(0, 0), Time = 0, Actions = new List<OsuAction>() });
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frames.Insert(0, new OsuReplayFrame());
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var player = new ScoreAccessibleReplayPlayer(new Score { Replay = new Replay { Frames = frames } })
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LoadComponentAsync(new ScoreAccessibleReplayPlayer(new Score { Replay = new Replay { Frames = frames } })
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{
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{
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AllowPause = false,
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AllowPause = false,
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AllowLeadIn = false,
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AllowLeadIn = false,
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AllowResults = false
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AllowResults = false
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};
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}, p =>
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LoadComponentAsync(player, p =>
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{
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{
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Child = p;
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Child = p;
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p.ScoreProcessor.NewJudgement += result => judgementResults.Add(result);
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p.ScoreProcessor.NewJudgement += result => judgementResults.Add(result);
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