1
0
mirror of https://github.com/ppy/osu.git synced 2026-05-17 09:22:34 +08:00

add test, fix formatting, expose easing function

This commit is contained in:
Gabe Livengood
2022-05-27 23:15:19 -04:00
Unverified
parent 10287e0150
commit 5d838628d7
2 changed files with 33 additions and 6 deletions
@@ -0,0 +1,27 @@
// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
// See the LICENCE file in the repository root for full licence text.
using NUnit.Framework;
using osu.Game.Rulesets.Osu.Mods;
namespace osu.Game.Rulesets.Osu.Tests.Mods
{
public class TestSceneOsuModRepel : OsuModTestScene
{
[TestCase(0.1f)]
[TestCase(0.5f)]
[TestCase(1)]
public void TestRepel(float strength)
{
CreateModTest(new ModTestData
{
Mod = new OsuModRepel
{
RepulsionStrength = { Value = strength },
},
PassCondition = () => true,
Autoplay = false,
});
}
}
}
@@ -23,8 +23,8 @@ namespace osu.Game.Rulesets.Osu.Mods
protected BindableFloat EasementStrength = new BindableFloat(0.5f);
protected Vector2 CursorPosition;
protected DrawableHitObject WorkingHitObject;
protected abstract Vector2 DestinationVector { get; }
protected virtual Vector2 DestinationVector => WorkingHitObject.Position;
private IFrameStableClock gameplayClock;
public void ApplyToDrawableRuleset(DrawableRuleset<OsuHitObject> drawableRuleset)
@@ -47,22 +47,22 @@ namespace osu.Game.Rulesets.Osu.Mods
switch (drawable)
{
case DrawableHitCircle circle:
easeHitObjectPositionToVector(circle, DestinationVector);
EaseHitObjectPositionToVector(circle, DestinationVector);
break;
case DrawableSlider slider:
if (!slider.HeadCircle.Result.HasResult)
easeHitObjectPositionToVector(slider, DestinationVector);
EaseHitObjectPositionToVector(slider, DestinationVector);
else
easeHitObjectPositionToVector(slider, DestinationVector - slider.Ball.DrawPosition);
EaseHitObjectPositionToVector(slider, DestinationVector - slider.Ball.DrawPosition);
break;
}
}
}
private void easeHitObjectPositionToVector(DrawableHitObject hitObject, Vector2 destination)
protected void EaseHitObjectPositionToVector(DrawableHitObject hitObject, Vector2 destination)
{
double dampLength = Interpolation.Lerp(3000, 40, EasementStrength.Value);