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Slight refactoring
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.idea/.idea.osu.Desktop/.idea/discord.xml
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9
.idea/.idea.osu.Desktop/.idea/discord.xml
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@ -0,0 +1,9 @@
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<?xml version="1.0" encoding="UTF-8"?>
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<project version="4">
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<component name="DiscordProjectSettings">
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<option name="show" value="true" />
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</component>
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<component name="ProjectNotificationSettings">
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<option name="askShowProject" value="false" />
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</component>
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</project>
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@ -93,21 +93,11 @@ namespace osu.Game.Rulesets.Taiko.Tests.Skinning
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AddStep("Collect playfields", collectPlayfields);
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AddStep("Collect mascots", collectMascots);
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AddStep("Create hit (miss)", () =>
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{
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foreach (var playfield in playfields)
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addJudgement(playfield, HitResult.Miss);
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});
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AddStep("Create hit (great)", () => addJudgement(HitResult.Miss));
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AddUntilStep("Wait for idle state", () => checkForState(TaikoMascotAnimationState.Fail));
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AddUntilStep("Wait for fail state", () => mascots.Where(d => d != null).All(d => d.State == TaikoMascotAnimationState.Fail));
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AddStep("Create hit (great)", () =>
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{
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foreach (var playfield in playfields)
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addJudgement(playfield, HitResult.Great);
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});
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AddUntilStep("Wait for idle state", () => mascots.Where(d => d != null).All(d => d.State == TaikoMascotAnimationState.Idle));
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AddStep("Create hit (great)", () => addJudgement(HitResult.Great));
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AddUntilStep("Wait for idle state", () => checkForState(TaikoMascotAnimationState.Idle));
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}
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[Test]
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@ -134,15 +124,10 @@ namespace osu.Game.Rulesets.Taiko.Tests.Skinning
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AddStep("Collect playfields", collectPlayfields);
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AddStep("Collect mascots", collectMascots);
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AddUntilStep("Wait for fail state", () => mascots.Where(d => d != null).All(d => d.State == TaikoMascotAnimationState.Fail));
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AddUntilStep("Wait for idle state", () => checkForState(TaikoMascotAnimationState.Fail));
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AddStep("Create hit (great)", () =>
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{
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foreach (var playfield in playfields)
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addJudgement(playfield, HitResult.Great);
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});
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AddUntilStep("Wait for kiai state", () => mascots.Where(d => d != null).All(d => d.State == TaikoMascotAnimationState.Kiai));
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AddStep("Create hit (great)", () => addJudgement(HitResult.Great));
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AddUntilStep("Wait for idle state", () => checkForState(TaikoMascotAnimationState.Kiai));
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}
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private void setBeatmap(bool kiai = false)
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@ -190,18 +175,22 @@ namespace osu.Game.Rulesets.Taiko.Tests.Skinning
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foreach (var playfield in playfields)
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{
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var mascot = playfield.ChildrenOfType<DrawableTaikoMascot>()
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var mascot = playfield.ChildrenOfType<TestDrawableTaikoMascot>()
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.SingleOrDefault();
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if (mascot != null) mascots.Add(mascot);
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if (mascot != null)
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mascots.Add(mascot);
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}
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}
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private void addJudgement(TaikoPlayfield playfield, HitResult result)
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private void addJudgement(HitResult result)
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{
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foreach (var playfield in playfields)
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playfield.OnNewResult(new DrawableHit(new Hit()), new JudgementResult(new HitObject(), new TaikoJudgement()) { Type = result });
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}
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private bool checkForState(TaikoMascotAnimationState state) => mascots.All(d => d.State == state);
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private class TestDrawableTaikoMascot : DrawableTaikoMascot
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{
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public TestDrawableTaikoMascot(TaikoMascotAnimationState startingState = TaikoMascotAnimationState.Idle)
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