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Add basic setup for TaikoHitObjectComposer

This commit is contained in:
Dean Herbert 2020-05-23 16:06:25 +09:00
parent 9b277d52e5
commit 7d4e60f05e
3 changed files with 95 additions and 0 deletions

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@ -0,0 +1,58 @@
// 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.Framework.Allocation;
using osu.Framework.Graphics;
using osu.Framework.Graphics.Containers;
using osu.Game.Rulesets.Edit;
using osu.Game.Rulesets.Taiko.Beatmaps;
using osu.Game.Rulesets.Taiko.Objects;
using osu.Game.Screens.Edit;
using osu.Game.Tests.Visual;
namespace osu.Game.Rulesets.Taiko.Tests
{
public class TestSceneTaikoHitObjectComposer : EditorClockTestScene
{
private TestComposer composer;
[SetUp]
public void Setup() => Schedule(() =>
{
BeatDivisor.Value = 8;
Clock.Seek(0);
Child = composer = new TestComposer { RelativeSizeAxes = Axes.Both };
});
[Test]
public void BasicTest()
{
}
private class TestComposer : CompositeDrawable
{
[Cached(typeof(EditorBeatmap))]
[Cached(typeof(IBeatSnapProvider))]
public readonly EditorBeatmap EditorBeatmap;
public readonly TaikoHitObjectComposer Composer;
public TestComposer()
{
InternalChildren = new Drawable[]
{
EditorBeatmap = new EditorBeatmap(new TaikoBeatmap())
{
BeatmapInfo = { Ruleset = new TaikoRuleset().RulesetInfo }
},
Composer = new TaikoHitObjectComposer(new TaikoRuleset())
};
for (int i = 0; i < 10; i++)
EditorBeatmap.Add(new Hit { StartTime = 125 * i });
}
}
}
}

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// 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 System.Collections.Generic;
using osu.Game.Beatmaps;
using osu.Game.Rulesets.Edit;
using osu.Game.Rulesets.Edit.Tools;
using osu.Game.Rulesets.Mods;
using osu.Game.Rulesets.Taiko.Objects;
using osu.Game.Rulesets.Taiko.UI;
using osu.Game.Rulesets.UI;
using osu.Game.Screens.Edit.Compose.Components;
namespace osu.Game.Rulesets.Taiko
{
public class TaikoHitObjectComposer : HitObjectComposer<TaikoHitObject>
{
private DrawableTaikoRuleset drawableRuleset;
public TaikoHitObjectComposer(Ruleset ruleset)
: base(ruleset)
{
}
protected override IReadOnlyList<HitObjectCompositionTool> CompositionTools => new List<HitObjectCompositionTool>();
protected override ComposeBlueprintContainer CreateBlueprintContainer() => new ComposeBlueprintContainer(drawableRuleset.Playfield.AllHitObjects);
protected override DrawableRuleset<TaikoHitObject> CreateDrawableRuleset(Ruleset ruleset, IBeatmap beatmap, IReadOnlyList<Mod> mods = null)
{
return drawableRuleset = new DrawableTaikoRuleset(ruleset, beatmap, mods);
}
}
}

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@ -21,6 +21,7 @@ using osu.Game.Rulesets.Taiko.Difficulty;
using osu.Game.Rulesets.Taiko.Scoring; using osu.Game.Rulesets.Taiko.Scoring;
using osu.Game.Scoring; using osu.Game.Scoring;
using System; using System;
using osu.Game.Rulesets.Edit;
using osu.Game.Rulesets.Taiko.Skinning; using osu.Game.Rulesets.Taiko.Skinning;
using osu.Game.Skinning; using osu.Game.Skinning;
@ -144,6 +145,8 @@ namespace osu.Game.Rulesets.Taiko
public override Drawable CreateIcon() => new SpriteIcon { Icon = OsuIcon.RulesetTaiko }; public override Drawable CreateIcon() => new SpriteIcon { Icon = OsuIcon.RulesetTaiko };
public override HitObjectComposer CreateHitObjectComposer() => new TaikoHitObjectComposer(this);
public override DifficultyCalculator CreateDifficultyCalculator(WorkingBeatmap beatmap) => new TaikoDifficultyCalculator(this, beatmap); public override DifficultyCalculator CreateDifficultyCalculator(WorkingBeatmap beatmap) => new TaikoDifficultyCalculator(this, beatmap);
public override PerformanceCalculator CreatePerformanceCalculator(WorkingBeatmap beatmap, ScoreInfo score) => new TaikoPerformanceCalculator(this, beatmap, score); public override PerformanceCalculator CreatePerformanceCalculator(WorkingBeatmap beatmap, ScoreInfo score) => new TaikoPerformanceCalculator(this, beatmap, score);