diff --git a/.idea/.idea.osu.Desktop/.idea/discord.xml b/.idea/.idea.osu.Desktop/.idea/discord.xml
new file mode 100644
index 0000000000..59b11d1d39
--- /dev/null
+++ b/.idea/.idea.osu.Desktop/.idea/discord.xml
@@ -0,0 +1,9 @@
+
+
+
+
+
+
+
+
+
\ No newline at end of file
diff --git a/osu.Game.Rulesets.Taiko.Tests/Skinning/TestSceneDrawableTaikoMascot.cs b/osu.Game.Rulesets.Taiko.Tests/Skinning/TestSceneDrawableTaikoMascot.cs
index a0ab3e5c25..41d7156e7e 100644
--- a/osu.Game.Rulesets.Taiko.Tests/Skinning/TestSceneDrawableTaikoMascot.cs
+++ b/osu.Game.Rulesets.Taiko.Tests/Skinning/TestSceneDrawableTaikoMascot.cs
@@ -93,21 +93,11 @@ namespace osu.Game.Rulesets.Taiko.Tests.Skinning
AddStep("Collect playfields", collectPlayfields);
AddStep("Collect mascots", collectMascots);
- AddStep("Create hit (miss)", () =>
- {
- foreach (var playfield in playfields)
- addJudgement(playfield, HitResult.Miss);
- });
+ AddStep("Create hit (great)", () => addJudgement(HitResult.Miss));
+ AddUntilStep("Wait for idle state", () => checkForState(TaikoMascotAnimationState.Fail));
- AddUntilStep("Wait for fail state", () => mascots.Where(d => d != null).All(d => d.State == TaikoMascotAnimationState.Fail));
-
- AddStep("Create hit (great)", () =>
- {
- foreach (var playfield in playfields)
- addJudgement(playfield, HitResult.Great);
- });
-
- AddUntilStep("Wait for idle state", () => mascots.Where(d => d != null).All(d => d.State == TaikoMascotAnimationState.Idle));
+ AddStep("Create hit (great)", () => addJudgement(HitResult.Great));
+ AddUntilStep("Wait for idle state", () => checkForState(TaikoMascotAnimationState.Idle));
}
[Test]
@@ -134,15 +124,10 @@ namespace osu.Game.Rulesets.Taiko.Tests.Skinning
AddStep("Collect playfields", collectPlayfields);
AddStep("Collect mascots", collectMascots);
- AddUntilStep("Wait for fail state", () => mascots.Where(d => d != null).All(d => d.State == TaikoMascotAnimationState.Fail));
+ AddUntilStep("Wait for idle state", () => checkForState(TaikoMascotAnimationState.Fail));
- AddStep("Create hit (great)", () =>
- {
- foreach (var playfield in playfields)
- addJudgement(playfield, HitResult.Great);
- });
-
- AddUntilStep("Wait for kiai state", () => mascots.Where(d => d != null).All(d => d.State == TaikoMascotAnimationState.Kiai));
+ AddStep("Create hit (great)", () => addJudgement(HitResult.Great));
+ AddUntilStep("Wait for idle state", () => checkForState(TaikoMascotAnimationState.Kiai));
}
private void setBeatmap(bool kiai = false)
@@ -190,18 +175,22 @@ namespace osu.Game.Rulesets.Taiko.Tests.Skinning
foreach (var playfield in playfields)
{
- var mascot = playfield.ChildrenOfType()
+ var mascot = playfield.ChildrenOfType()
.SingleOrDefault();
- if (mascot != null) mascots.Add(mascot);
+ if (mascot != null)
+ mascots.Add(mascot);
}
}
- private void addJudgement(TaikoPlayfield playfield, HitResult result)
+ private void addJudgement(HitResult result)
{
- playfield.OnNewResult(new DrawableHit(new Hit()), new JudgementResult(new HitObject(), new TaikoJudgement()) { Type = result });
+ foreach (var playfield in playfields)
+ playfield.OnNewResult(new DrawableHit(new Hit()), new JudgementResult(new HitObject(), new TaikoJudgement()) { Type = result });
}
+ private bool checkForState(TaikoMascotAnimationState state) => mascots.All(d => d.State == state);
+
private class TestDrawableTaikoMascot : DrawableTaikoMascot
{
public TestDrawableTaikoMascot(TaikoMascotAnimationState startingState = TaikoMascotAnimationState.Idle)