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Fix hitobject combo colour potentially not getting adjusted
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143
osu.Game.Tests/Gameplay/TestSceneHitObjectAccentColour.cs
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143
osu.Game.Tests/Gameplay/TestSceneHitObjectAccentColour.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;
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using System.Collections.Generic;
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using NUnit.Framework;
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using osu.Framework.Audio.Sample;
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using osu.Framework.Bindables;
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using osu.Framework.Graphics;
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using osu.Framework.Graphics.Containers;
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using osu.Framework.Graphics.Textures;
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using osu.Framework.Testing;
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using osu.Game.Audio;
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using osu.Game.Rulesets.Objects;
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using osu.Game.Rulesets.Objects.Drawables;
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using osu.Game.Rulesets.Objects.Types;
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using osu.Game.Skinning;
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using osu.Game.Tests.Visual;
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using osuTK.Graphics;
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namespace osu.Game.Tests.Gameplay
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{
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[HeadlessTest]
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public class TestSceneHitObjectAccentColour : OsuTestScene
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{
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private Container skinContainer;
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[SetUp]
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public void Setup() => Schedule(() => Child = skinContainer = new SkinProvidingContainer(new TestSkin()));
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[Test]
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public void TestChangeComboIndexBeforeLoad()
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{
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TestDrawableHitObject hitObject = null;
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AddStep("set combo and add hitobject", () =>
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{
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hitObject = new TestDrawableHitObject();
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hitObject.HitObject.ComboIndex = 1;
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skinContainer.Add(hitObject);
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});
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AddAssert("combo colour is green", () => hitObject.AccentColour.Value == Color4.Green);
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}
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[Test]
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public void TestChangeComboIndexDuringLoad()
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{
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TestDrawableHitObject hitObject = null;
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AddStep("add hitobject and set combo", () =>
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{
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skinContainer.Add(hitObject = new TestDrawableHitObject());
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hitObject.HitObject.ComboIndex = 1;
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});
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AddAssert("combo colour is green", () => hitObject.AccentColour.Value == Color4.Green);
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}
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[Test]
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public void TestChangeComboIndexAfterLoad()
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{
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TestDrawableHitObject hitObject = null;
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AddStep("add hitobject", () => skinContainer.Add(hitObject = new TestDrawableHitObject()));
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AddAssert("combo colour is red", () => hitObject.AccentColour.Value == Color4.Red);
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AddStep("change combo", () => hitObject.HitObject.ComboIndex = 1);
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AddAssert("combo colour is green", () => hitObject.AccentColour.Value == Color4.Green);
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}
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private class TestDrawableHitObject : DrawableHitObject<TestHitObjectWithCombo>
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{
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public TestDrawableHitObject()
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: base(new TestHitObjectWithCombo())
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{
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}
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}
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private class TestHitObjectWithCombo : HitObject, IHasComboInformation
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{
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public bool NewCombo { get; } = false;
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public int ComboOffset { get; } = 0;
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public Bindable<int> IndexInCurrentComboBindable { get; } = new Bindable<int>();
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public int IndexInCurrentCombo
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{
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get => IndexInCurrentComboBindable.Value;
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set => IndexInCurrentComboBindable.Value = value;
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}
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public Bindable<int> ComboIndexBindable { get; } = new Bindable<int>();
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public int ComboIndex
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{
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get => ComboIndexBindable.Value;
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set => ComboIndexBindable.Value = value;
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}
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public Bindable<bool> LastInComboBindable { get; } = new Bindable<bool>();
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public bool LastInCombo
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{
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get => LastInComboBindable.Value;
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set => LastInComboBindable.Value = value;
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}
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}
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private class TestSkin : ISkin
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{
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public readonly List<Color4> ComboColours = new List<Color4>
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{
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Color4.Red,
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Color4.Green
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};
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public Drawable GetDrawableComponent(ISkinComponent component) => throw new NotImplementedException();
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public Texture GetTexture(string componentName) => throw new NotImplementedException();
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public SampleChannel GetSample(ISampleInfo sampleInfo) => throw new NotImplementedException();
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public IBindable<TValue> GetConfig<TLookup, TValue>(TLookup lookup)
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{
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switch (lookup)
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{
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case GlobalSkinConfiguration global:
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switch (global)
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{
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case GlobalSkinConfiguration.ComboColours:
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return SkinUtils.As<TValue>(new Bindable<List<Color4>>(ComboColours));
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}
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break;
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}
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throw new NotImplementedException();
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}
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}
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}
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}
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@ -128,7 +128,7 @@ namespace osu.Game.Rulesets.Objects.Drawables
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if (HitObject is IHasComboInformation combo)
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{
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comboIndexBindable = combo.ComboIndexBindable.GetBoundCopy();
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comboIndexBindable.BindValueChanged(_ => updateAccentColour());
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comboIndexBindable.BindValueChanged(_ => updateAccentColour(), true);
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}
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updateState(ArmedState.Idle, true);
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