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Add basic setup for TaikoHitObjectComposer
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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 NUnit.Framework;
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using osu.Framework.Allocation;
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using osu.Framework.Graphics;
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using osu.Framework.Graphics.Containers;
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using osu.Game.Rulesets.Edit;
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using osu.Game.Rulesets.Taiko.Beatmaps;
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using osu.Game.Rulesets.Taiko.Objects;
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using osu.Game.Screens.Edit;
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using osu.Game.Tests.Visual;
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namespace osu.Game.Rulesets.Taiko.Tests
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{
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public class TestSceneTaikoHitObjectComposer : EditorClockTestScene
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{
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private TestComposer composer;
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[SetUp]
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public void Setup() => Schedule(() =>
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{
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BeatDivisor.Value = 8;
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Clock.Seek(0);
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Child = composer = new TestComposer { RelativeSizeAxes = Axes.Both };
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});
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[Test]
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public void BasicTest()
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{
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}
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private class TestComposer : CompositeDrawable
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{
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[Cached(typeof(EditorBeatmap))]
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[Cached(typeof(IBeatSnapProvider))]
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public readonly EditorBeatmap EditorBeatmap;
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public readonly TaikoHitObjectComposer Composer;
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public TestComposer()
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{
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InternalChildren = new Drawable[]
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{
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EditorBeatmap = new EditorBeatmap(new TaikoBeatmap())
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{
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BeatmapInfo = { Ruleset = new TaikoRuleset().RulesetInfo }
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},
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Composer = new TaikoHitObjectComposer(new TaikoRuleset())
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};
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for (int i = 0; i < 10; i++)
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EditorBeatmap.Add(new Hit { StartTime = 125 * i });
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}
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}
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}
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}
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34
osu.Game.Rulesets.Taiko/TaikoHitObjectComposer.cs
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34
osu.Game.Rulesets.Taiko/TaikoHitObjectComposer.cs
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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 System.Collections.Generic;
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using osu.Game.Beatmaps;
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using osu.Game.Rulesets.Edit;
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using osu.Game.Rulesets.Edit.Tools;
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using osu.Game.Rulesets.Mods;
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using osu.Game.Rulesets.Taiko.Objects;
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using osu.Game.Rulesets.Taiko.UI;
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using osu.Game.Rulesets.UI;
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using osu.Game.Screens.Edit.Compose.Components;
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namespace osu.Game.Rulesets.Taiko
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{
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public class TaikoHitObjectComposer : HitObjectComposer<TaikoHitObject>
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{
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private DrawableTaikoRuleset drawableRuleset;
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public TaikoHitObjectComposer(Ruleset ruleset)
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: base(ruleset)
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{
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}
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protected override IReadOnlyList<HitObjectCompositionTool> CompositionTools => new List<HitObjectCompositionTool>();
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protected override ComposeBlueprintContainer CreateBlueprintContainer() => new ComposeBlueprintContainer(drawableRuleset.Playfield.AllHitObjects);
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protected override DrawableRuleset<TaikoHitObject> CreateDrawableRuleset(Ruleset ruleset, IBeatmap beatmap, IReadOnlyList<Mod> mods = null)
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{
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return drawableRuleset = new DrawableTaikoRuleset(ruleset, beatmap, mods);
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}
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}
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}
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@ -21,6 +21,7 @@ using osu.Game.Rulesets.Taiko.Difficulty;
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using osu.Game.Rulesets.Taiko.Scoring;
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using osu.Game.Rulesets.Taiko.Scoring;
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using osu.Game.Scoring;
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using osu.Game.Scoring;
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using System;
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using System;
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using osu.Game.Rulesets.Edit;
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using osu.Game.Rulesets.Taiko.Skinning;
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using osu.Game.Rulesets.Taiko.Skinning;
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using osu.Game.Skinning;
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using osu.Game.Skinning;
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@ -144,6 +145,8 @@ namespace osu.Game.Rulesets.Taiko
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public override Drawable CreateIcon() => new SpriteIcon { Icon = OsuIcon.RulesetTaiko };
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public override Drawable CreateIcon() => new SpriteIcon { Icon = OsuIcon.RulesetTaiko };
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public override HitObjectComposer CreateHitObjectComposer() => new TaikoHitObjectComposer(this);
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public override DifficultyCalculator CreateDifficultyCalculator(WorkingBeatmap beatmap) => new TaikoDifficultyCalculator(this, beatmap);
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public override DifficultyCalculator CreateDifficultyCalculator(WorkingBeatmap beatmap) => new TaikoDifficultyCalculator(this, beatmap);
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public override PerformanceCalculator CreatePerformanceCalculator(WorkingBeatmap beatmap, ScoreInfo score) => new TaikoPerformanceCalculator(this, beatmap, score);
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public override PerformanceCalculator CreatePerformanceCalculator(WorkingBeatmap beatmap, ScoreInfo score) => new TaikoPerformanceCalculator(this, beatmap, score);
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