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Leverage hitobject model for strong hit instead of creating own

This commit is contained in:
Bartłomiej Dach 2020-12-12 22:42:40 +01:00
parent bf2594baa9
commit 8292c746ea

View File

@ -2,6 +2,7 @@
// See the LICENCE file in the repository root for full licence text. // See the LICENCE file in the repository root for full licence text.
using System; using System;
using System.Linq;
using NUnit.Framework; using NUnit.Framework;
using osu.Framework.Graphics; using osu.Framework.Graphics;
using osu.Framework.Utils; using osu.Framework.Utils;
@ -9,7 +10,6 @@ using osu.Game.Beatmaps;
using osu.Game.Beatmaps.ControlPoints; using osu.Game.Beatmaps.ControlPoints;
using osu.Game.Rulesets.Judgements; using osu.Game.Rulesets.Judgements;
using osu.Game.Rulesets.Objects; using osu.Game.Rulesets.Objects;
using osu.Game.Rulesets.Objects.Drawables;
using osu.Game.Rulesets.Scoring; using osu.Game.Rulesets.Scoring;
using osu.Game.Rulesets.Taiko.Judgements; using osu.Game.Rulesets.Taiko.Judgements;
using osu.Game.Rulesets.Taiko.Objects; using osu.Game.Rulesets.Taiko.Objects;
@ -126,7 +126,7 @@ namespace osu.Game.Rulesets.Taiko.Tests
var cpi = new ControlPointInfo(); var cpi = new ControlPointInfo();
cpi.Add(0, new EffectControlPoint { KiaiMode = kiai }); cpi.Add(0, new EffectControlPoint { KiaiMode = kiai });
Hit hit = new Hit(); Hit hit = new Hit { IsStrong = true };
hit.ApplyDefaults(cpi, new BeatmapDifficulty()); hit.ApplyDefaults(cpi, new BeatmapDifficulty());
var h = new DrawableTestHit(hit) { X = RNG.NextSingle(hitResult == HitResult.Ok ? -0.1f : -0.05f, hitResult == HitResult.Ok ? 0.1f : 0.05f) }; var h = new DrawableTestHit(hit) { X = RNG.NextSingle(hitResult == HitResult.Ok ? -0.1f : -0.05f, hitResult == HitResult.Ok ? 0.1f : 0.05f) };
@ -134,7 +134,7 @@ namespace osu.Game.Rulesets.Taiko.Tests
DrawableRuleset.Playfield.Add(h); DrawableRuleset.Playfield.Add(h);
((TaikoPlayfield)DrawableRuleset.Playfield).OnNewResult(h, new JudgementResult(new HitObject(), new TaikoJudgement()) { Type = hitResult }); ((TaikoPlayfield)DrawableRuleset.Playfield).OnNewResult(h, new JudgementResult(new HitObject(), new TaikoJudgement()) { Type = hitResult });
((TaikoPlayfield)DrawableRuleset.Playfield).OnNewResult(new TestStrongNestedHit(h), new JudgementResult(new HitObject(), new TaikoStrongJudgement()) { Type = HitResult.Great }); ((TaikoPlayfield)DrawableRuleset.Playfield).OnNewResult(h.NestedHitObjects.Single(), new JudgementResult(new HitObject(), new TaikoStrongJudgement()) { Type = HitResult.Great });
} }
private void addMissJudgement() private void addMissJudgement()
@ -210,15 +210,5 @@ namespace osu.Game.Rulesets.Taiko.Tests
DrawableRuleset.Playfield.Add(new DrawableHit(h)); DrawableRuleset.Playfield.Add(new DrawableHit(h));
} }
private class TestStrongNestedHit : DrawableStrongNestedHit
{
public TestStrongNestedHit(DrawableHitObject mainObject)
: base(new StrongHitObject { StartTime = mainObject.HitObject.StartTime }, mainObject)
{
}
public override bool OnPressed(TaikoAction action) => false;
}
} }
} }