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Improve test scene
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dd36b839b9
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@ -26,7 +26,7 @@ namespace osu.Game.Rulesets.Taiko.Tests
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[TestFixture]
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[TestFixture]
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public class TestSceneHits : OsuTestScene
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public class TestSceneHits : OsuTestScene
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{
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{
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private const double default_duration = 1000;
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private const double default_duration = 3000;
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private const float scroll_time = 1000;
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private const float scroll_time = 1000;
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protected override double TimePerAction => default_duration * 2;
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protected override double TimePerAction => default_duration * 2;
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@ -45,6 +45,7 @@ namespace osu.Game.Rulesets.Taiko.Tests
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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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AddStep("Kiai DrumRoll", () => addDrumRoll(true, kiai: true));
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AddStep("Swell", () => addSwell());
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AddStep("Swell", () => addSwell());
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AddStep("Centre", () => addCentreHit(false));
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AddStep("Centre", () => addCentreHit(false));
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AddStep("Strong Centre", () => addCentreHit(true));
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AddStep("Strong Centre", () => addCentreHit(true));
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@ -192,7 +193,7 @@ namespace osu.Game.Rulesets.Taiko.Tests
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drawableRuleset.Playfield.Add(new DrawableSwell(swell));
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drawableRuleset.Playfield.Add(new DrawableSwell(swell));
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}
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}
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private void addDrumRoll(bool strong, double duration = default_duration)
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private void addDrumRoll(bool strong, double duration = default_duration, bool kiai = false)
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{
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{
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addBarLine(true);
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addBarLine(true);
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addBarLine(true, scroll_time + duration);
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addBarLine(true, scroll_time + duration);
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@ -202,9 +203,13 @@ namespace osu.Game.Rulesets.Taiko.Tests
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StartTime = drawableRuleset.Playfield.Time.Current + scroll_time,
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StartTime = drawableRuleset.Playfield.Time.Current + scroll_time,
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IsStrong = strong,
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IsStrong = strong,
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Duration = duration,
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Duration = duration,
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TickRate = 8,
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};
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};
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d.ApplyDefaults(new ControlPointInfo(), new BeatmapDifficulty());
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var cpi = new ControlPointInfo();
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cpi.Add(-10000, new EffectControlPoint { KiaiMode = kiai });
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d.ApplyDefaults(cpi, new BeatmapDifficulty());
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drawableRuleset.Playfield.Add(new DrawableDrumRoll(d));
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drawableRuleset.Playfield.Add(new DrawableDrumRoll(d));
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}
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}
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