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Improve test scene

This commit is contained in:
smoogipoo 2020-04-27 12:17:36 +09:00
parent dd36b839b9
commit 81df22d2a7

View File

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