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Fix kiai hit steps not working correctly
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parent
8292c746ea
commit
34e7a36b38
@ -13,12 +13,15 @@ namespace osu.Game.Rulesets.Taiko.Tests
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{
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{
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public readonly HitResult Type;
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public readonly HitResult Type;
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public DrawableTestHit(Hit hit, HitResult type = HitResult.Great)
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public DrawableTestHit(Hit hit, HitResult type = HitResult.Great, bool kiai = false)
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: base(hit)
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: base(hit)
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{
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{
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Type = type;
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Type = type;
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HitObject.ApplyDefaults(new ControlPointInfo(), new BeatmapDifficulty());
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var controlPoints = new ControlPointInfo();
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controlPoints.Add(0, new EffectControlPoint { KiaiMode = kiai });
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HitObject.ApplyDefaults(controlPoints, new BeatmapDifficulty());
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}
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}
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protected override void UpdateInitialTransforms()
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protected override void UpdateInitialTransforms()
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@ -106,13 +106,8 @@ namespace osu.Game.Rulesets.Taiko.Tests
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{
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{
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HitResult hitResult = RNG.Next(2) == 0 ? HitResult.Ok : HitResult.Great;
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HitResult hitResult = RNG.Next(2) == 0 ? HitResult.Ok : HitResult.Great;
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var cpi = new ControlPointInfo();
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cpi.Add(0, new EffectControlPoint { KiaiMode = kiai });
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Hit hit = new Hit();
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Hit hit = new Hit();
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hit.ApplyDefaults(cpi, new BeatmapDifficulty());
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var h = new DrawableTestHit(hit, kiai: kiai) { X = RNG.NextSingle(hitResult == HitResult.Ok ? -0.1f : -0.05f, hitResult == HitResult.Ok ? 0.1f : 0.05f) };
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var h = new DrawableTestHit(hit) { X = RNG.NextSingle(hitResult == HitResult.Ok ? -0.1f : -0.05f, hitResult == HitResult.Ok ? 0.1f : 0.05f) };
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DrawableRuleset.Playfield.Add(h);
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DrawableRuleset.Playfield.Add(h);
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@ -123,13 +118,8 @@ namespace osu.Game.Rulesets.Taiko.Tests
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{
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{
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HitResult hitResult = RNG.Next(2) == 0 ? HitResult.Ok : HitResult.Great;
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HitResult hitResult = RNG.Next(2) == 0 ? HitResult.Ok : HitResult.Great;
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var cpi = new ControlPointInfo();
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cpi.Add(0, new EffectControlPoint { KiaiMode = kiai });
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Hit hit = new Hit { IsStrong = true };
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Hit hit = new Hit { IsStrong = true };
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hit.ApplyDefaults(cpi, new BeatmapDifficulty());
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var h = new DrawableTestHit(hit, kiai: kiai) { X = RNG.NextSingle(hitResult == HitResult.Ok ? -0.1f : -0.05f, hitResult == HitResult.Ok ? 0.1f : 0.05f) };
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var h = new DrawableTestHit(hit) { X = RNG.NextSingle(hitResult == HitResult.Ok ? -0.1f : -0.05f, hitResult == HitResult.Ok ? 0.1f : 0.05f) };
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DrawableRuleset.Playfield.Add(h);
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DrawableRuleset.Playfield.Add(h);
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