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Fix shaking test
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@ -55,11 +55,7 @@ namespace osu.Game.Rulesets.Osu.Tests
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circle.ApplyDefaults(new ControlPointInfo(), new BeatmapDifficulty { CircleSize = circleSize });
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var drawable = new TestDrawableHitCircle(circle, auto)
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{
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Anchor = Anchor.Centre,
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Depth = depthIndex++
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};
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var drawable = CreateDrawableHitCircle(circle, auto);
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foreach (var mod in Mods.Value.OfType<IApplicableToDrawableHitObjects>())
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mod.ApplyToDrawableHitObjects(new[] { drawable });
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@ -67,6 +63,12 @@ namespace osu.Game.Rulesets.Osu.Tests
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return drawable;
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}
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protected virtual TestDrawableHitCircle CreateDrawableHitCircle(HitCircle circle, bool auto) => new TestDrawableHitCircle(circle, auto)
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{
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Anchor = Anchor.Centre,
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Depth = depthIndex++
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};
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private Drawable testStream(float circleSize, bool auto = false)
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{
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var container = new Container { RelativeSizeAxes = Axes.Both };
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@ -1,23 +1,22 @@
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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 osu.Framework.Graphics;
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using osu.Framework.MathUtils;
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using osu.Game.Rulesets.Osu.Objects;
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using osu.Game.Rulesets.Scoring;
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namespace osu.Game.Rulesets.Osu.Tests
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{
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public class TestSceneShaking : TestSceneHitCircle
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{
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public override void Add(Drawable drawable)
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protected override TestDrawableHitCircle CreateDrawableHitCircle(HitCircle circle, bool auto)
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{
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base.Add(drawable);
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var drawableHitObject = base.CreateDrawableHitCircle(circle, auto);
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if (drawable is TestDrawableHitCircle hitObject)
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{
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Scheduler.AddDelayed(() => hitObject.TriggerJudgement(),
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hitObject.HitObject.StartTime - (hitObject.HitObject.HitWindows.HalfWindowFor(HitResult.Miss) + RNG.Next(0, 300)) - Time.Current);
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}
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Scheduler.AddDelayed(() => drawableHitObject.TriggerJudgement(),
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drawableHitObject.HitObject.StartTime - (drawableHitObject.HitObject.HitWindows.HalfWindowFor(HitResult.Miss) + RNG.Next(0, 300)) - Time.Current);
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return drawableHitObject;
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}
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}
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}
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