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Cover strong hit miss exemption in tests
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@ -64,11 +64,14 @@ namespace osu.Game.Rulesets.Taiko.Tests.Skinning
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});
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});
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AddStep("new judgement (miss)", () => addJudgement(HitResult.Miss));
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AddUntilStep("wait for fail state", () => assertState(TaikoMascotAnimationState.Fail));
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AddStep("miss result for normal hit", () => addJudgement(HitResult.Miss, new TaikoJudgement()));
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AddUntilStep("state is fail", () => assertState(TaikoMascotAnimationState.Fail));
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AddStep("new judgement (great)", () => addJudgement(HitResult.Great));
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AddUntilStep("wait for idle state", () => assertState(TaikoMascotAnimationState.Idle));
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AddStep("great result for normal hit", () => addJudgement(HitResult.Great, new TaikoJudgement()));
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AddUntilStep("state is idle", () => assertState(TaikoMascotAnimationState.Idle));
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AddStep("miss result for strong hit", () => addJudgement(HitResult.Miss, new TaikoStrongJudgement()));
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AddAssert("state remains idle", () => assertState(TaikoMascotAnimationState.Idle));
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}
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[Test]
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@ -89,10 +92,10 @@ namespace osu.Game.Rulesets.Taiko.Tests.Skinning
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});
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});
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AddUntilStep("wait for fail state", () => assertState(TaikoMascotAnimationState.Fail));
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AddUntilStep("state is fail", () => assertState(TaikoMascotAnimationState.Fail));
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AddStep("new judgement (great)", () => addJudgement(HitResult.Great));
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AddUntilStep("wait for kiai state", () => assertState(TaikoMascotAnimationState.Kiai));
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AddStep("great result for normal hit", () => addJudgement(HitResult.Great, new TaikoJudgement()));
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AddUntilStep("state is kiai", () => assertState(TaikoMascotAnimationState.Kiai));
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}
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private void setBeatmap(bool kiai = false)
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@ -121,14 +124,14 @@ namespace osu.Game.Rulesets.Taiko.Tests.Skinning
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});
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}
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private void addJudgement(HitResult result)
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private void addJudgement(HitResult result, Judgement judgement)
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{
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foreach (var playfield in playfields)
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{
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var hit = new DrawableTestHit(new Hit(), result);
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Add(hit);
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playfield.OnNewResult(hit, new JudgementResult(hit.HitObject, new TaikoJudgement()) { Type = result });
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playfield.OnNewResult(hit, new JudgementResult(hit.HitObject, judgement) { Type = result });
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}
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}
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