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Fix strong hits not being visualised
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parent
60c94a8ea3
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@ -39,8 +39,10 @@ namespace osu.Game.Rulesets.Taiko.Tests
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[BackgroundDependencyLoader]
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[BackgroundDependencyLoader]
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private void load()
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private void load()
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{
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{
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AddStep("Hit!", () => addHitJudgement(false));
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AddStep("Hit", () => addHitJudgement(false));
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AddStep("Strong hit", () => addStrongHitJudgement(false));
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AddStep("Kiai hit", () => addHitJudgement(true));
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AddStep("Kiai hit", () => addHitJudgement(true));
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AddStep("Strong kiai hit", () => addStrongHitJudgement(true));
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AddStep("Miss :(", addMissJudgement);
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AddStep("Miss :(", addMissJudgement);
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AddStep("DrumRoll", () => addDrumRoll(false));
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AddStep("DrumRoll", () => addDrumRoll(false));
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AddStep("Strong DrumRoll", () => addDrumRoll(true));
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AddStep("Strong DrumRoll", () => addDrumRoll(true));
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@ -130,10 +132,7 @@ namespace osu.Game.Rulesets.Taiko.Tests
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HitResult hitResult = RNG.Next(2) == 0 ? HitResult.Good : HitResult.Great;
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HitResult hitResult = RNG.Next(2) == 0 ? HitResult.Good : HitResult.Great;
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var cpi = new ControlPointInfo();
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var cpi = new ControlPointInfo();
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cpi.EffectPoints.Add(new EffectControlPoint
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cpi.EffectPoints.Add(new EffectControlPoint { KiaiMode = kiai });
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{
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KiaiMode = kiai
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});
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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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hit.ApplyDefaults(cpi, new BeatmapDifficulty());
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@ -141,12 +140,22 @@ namespace osu.Game.Rulesets.Taiko.Tests
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var h = new DrawableTestHit(hit) { X = RNG.NextSingle(hitResult == HitResult.Good ? -0.1f : -0.05f, hitResult == HitResult.Good ? 0.1f : 0.05f) };
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var h = new DrawableTestHit(hit) { X = RNG.NextSingle(hitResult == HitResult.Good ? -0.1f : -0.05f, hitResult == HitResult.Good ? 0.1f : 0.05f) };
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((TaikoPlayfield)rulesetContainer.Playfield).OnNewResult(h, new JudgementResult(new TaikoJudgement()) { Type = hitResult });
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((TaikoPlayfield)rulesetContainer.Playfield).OnNewResult(h, new JudgementResult(new TaikoJudgement()) { Type = hitResult });
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}
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if (RNG.Next(10) == 0)
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private void addStrongHitJudgement(bool kiai)
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{
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{
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((TaikoPlayfield)rulesetContainer.Playfield).OnNewResult(h, new JudgementResult(new TaikoJudgement()) { Type = hitResult });
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HitResult hitResult = RNG.Next(2) == 0 ? HitResult.Good : HitResult.Great;
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((TaikoPlayfield)rulesetContainer.Playfield).OnNewResult(h, new JudgementResult(new TaikoStrongJudgement()) { Type = HitResult.Great });
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}
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var cpi = new ControlPointInfo();
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cpi.EffectPoints.Add(new EffectControlPoint { KiaiMode = kiai });
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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) { X = RNG.NextSingle(hitResult == HitResult.Good ? -0.1f : -0.05f, hitResult == HitResult.Good ? 0.1f : 0.05f) };
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((TaikoPlayfield)rulesetContainer.Playfield).OnNewResult(h, new JudgementResult(new TaikoJudgement()) { Type = hitResult });
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((TaikoPlayfield)rulesetContainer.Playfield).OnNewResult(new TestStrongHandler(h), new JudgementResult(new TaikoStrongJudgement()) { Type = HitResult.Great });
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}
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}
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private void addMissJudgement()
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private void addMissJudgement()
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@ -217,6 +226,16 @@ namespace osu.Game.Rulesets.Taiko.Tests
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rulesetContainer.Playfield.Add(new DrawableRimHit(h));
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rulesetContainer.Playfield.Add(new DrawableRimHit(h));
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}
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}
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private class TestStrongHandler : DrawableStrongHandler
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{
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public TestStrongHandler(DrawableHitObject mainObject)
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: base(null, mainObject)
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{
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}
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public override bool OnPressed(TaikoAction action) => false;
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}
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private class DrawableTestHit : DrawableHitObject<TaikoHitObject>
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private class DrawableTestHit : DrawableHitObject<TaikoHitObject>
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{
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{
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public DrawableTestHit(TaikoHitObject hitObject)
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public DrawableTestHit(TaikoHitObject hitObject)
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@ -11,8 +11,6 @@ namespace osu.Game.Rulesets.Taiko.Objects.Drawables
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/// </summary>
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/// </summary>
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public abstract class DrawableStrongHandler : DrawableTaikoHitObject
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public abstract class DrawableStrongHandler : DrawableTaikoHitObject
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{
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{
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public override bool DisplayResult => false;
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public readonly DrawableHitObject MainObject;
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public readonly DrawableHitObject MainObject;
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protected DrawableStrongHandler(StrongHitObject strong, DrawableHitObject mainObject)
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protected DrawableStrongHandler(StrongHitObject strong, DrawableHitObject mainObject)
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