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Add scrolling direction toggle for mania selection blueprint test scene
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@ -30,10 +30,10 @@ namespace osu.Game.Rulesets.Mania.Tests.Editor
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set => scrollingTestContainer.Direction = value;
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}
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protected ManiaSelectionBlueprintTestScene()
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protected ManiaSelectionBlueprintTestScene(int columns)
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{
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var stageDefinitions = new List<StageDefinition> { new StageDefinition { Columns = 1 } };
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base.Content.Child = scrollingTestContainer = new ScrollingTestContainer(ScrollingDirection.Down)
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var stageDefinitions = new List<StageDefinition> { new StageDefinition { Columns = columns } };
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base.Content.Child = scrollingTestContainer = new ScrollingTestContainer(ScrollingDirection.Up)
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{
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RelativeSizeAxes = Axes.Both,
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Children = new Drawable[]
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@ -48,6 +48,8 @@ namespace osu.Game.Rulesets.Mania.Tests.Editor
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}
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}
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};
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AddToggleStep("Downward scroll", b => Direction = b ? ScrollingDirection.Down : ScrollingDirection.Up);
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}
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}
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}
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@ -12,13 +12,22 @@ namespace osu.Game.Rulesets.Mania.Tests.Editor
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public class TestSceneHoldNoteSelectionBlueprint : ManiaSelectionBlueprintTestScene
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{
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public TestSceneHoldNoteSelectionBlueprint()
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: base(4)
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{
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var holdNote = new HoldNote { Column = 0, Duration = 500 };
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holdNote.ApplyDefaults(new ControlPointInfo(), new BeatmapDifficulty());
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for (int i = 0; i < 4; i++)
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{
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var holdNote = new HoldNote
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{
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Column = i,
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StartTime = i * 100,
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Duration = 500
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};
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holdNote.ApplyDefaults(new ControlPointInfo(), new BeatmapDifficulty());
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var drawableHitObject = new DrawableHoldNote(holdNote);
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Playfield.Add(drawableHitObject);
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AddBlueprint(new HoldNoteSelectionBlueprint(holdNote), drawableHitObject);
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var drawableHitObject = new DrawableHoldNote(holdNote);
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Playfield.Add(drawableHitObject);
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AddBlueprint(new HoldNoteSelectionBlueprint(holdNote), drawableHitObject);
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}
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}
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}
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}
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@ -12,13 +12,21 @@ namespace osu.Game.Rulesets.Mania.Tests.Editor
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public class TestSceneNoteSelectionBlueprint : ManiaSelectionBlueprintTestScene
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{
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public TestSceneNoteSelectionBlueprint()
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: base(4)
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{
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var note = new Note { Column = 0 };
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note.ApplyDefaults(new ControlPointInfo(), new BeatmapDifficulty());
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for (int i = 0; i < 4; i++)
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{
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var note = new Note
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{
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Column = i,
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StartTime = i * 200,
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};
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note.ApplyDefaults(new ControlPointInfo(), new BeatmapDifficulty());
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var drawableHitObject = new DrawableNote(note);
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Playfield.Add(drawableHitObject);
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AddBlueprint(new NoteSelectionBlueprint(note), drawableHitObject);
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var drawableHitObject = new DrawableNote(note);
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Playfield.Add(drawableHitObject);
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AddBlueprint(new NoteSelectionBlueprint(note), drawableHitObject);
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}
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}
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}
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}
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