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Revert "Group all skinnable test scenes to one TestSceneSkinnableHUDComponents
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osu.Game.Tests/Visual/Gameplay/TestSceneComboCounter.cs
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35
osu.Game.Tests/Visual/Gameplay/TestSceneComboCounter.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 NUnit.Framework;
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using osu.Framework.Allocation;
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using osu.Framework.Testing;
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using osu.Game.Rulesets;
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using osu.Game.Rulesets.Osu;
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using osu.Game.Rulesets.Scoring;
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using osu.Game.Skinning;
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namespace osu.Game.Tests.Visual.Gameplay
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{
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public class TestSceneComboCounter : SkinnableTestScene
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{
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protected override Ruleset CreateRulesetForSkinProvider() => new OsuRuleset();
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[Cached]
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private ScoreProcessor scoreProcessor = new ScoreProcessor();
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[SetUpSteps]
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public void SetUpSteps()
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{
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AddStep("Create combo counters", () => SetContents(() => new SkinnableDrawable(new HUDSkinComponent(HUDSkinComponents.ComboCounter))));
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}
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[Test]
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public void TestComboCounterIncrementing()
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{
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AddRepeatStep("increase combo", () => scoreProcessor.Combo.Value++, 10);
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AddStep("reset combo", () => scoreProcessor.Combo.Value = 0);
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}
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}
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}
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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 NUnit.Framework;
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using osu.Framework.Allocation;
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using osu.Framework.Testing;
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using osu.Game.Rulesets;
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using osu.Game.Rulesets.Osu;
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using osu.Game.Rulesets.Scoring;
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using osu.Game.Skinning;
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namespace osu.Game.Tests.Visual.Gameplay
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{
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public class TestSceneSkinnableAccuracyCounter : SkinnableTestScene
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{
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protected override Ruleset CreateRulesetForSkinProvider() => new OsuRuleset();
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[Cached]
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private ScoreProcessor scoreProcessor = new ScoreProcessor();
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[SetUpSteps]
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public void SetUpSteps()
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{
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AddStep("Set initial accuracy", () => scoreProcessor.Accuracy.Value = 1);
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AddStep("Create accuracy counters", () => SetContents(() => new SkinnableDrawable(new HUDSkinComponent(HUDSkinComponents.AccuracyCounter))));
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}
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[Test]
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public void TestChangingAccuracy()
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{
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AddStep(@"Reset all", () => scoreProcessor.Accuracy.Value = 1);
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AddStep(@"Miss :(", () => scoreProcessor.Accuracy.Value -= 0.023);
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}
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}
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}
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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 NUnit.Framework;
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using osu.Framework.Allocation;
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using osu.Framework.Graphics;
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using osu.Game.Rulesets;
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using osu.Game.Rulesets.Judgements;
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using osu.Game.Rulesets.Osu;
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using osu.Game.Rulesets.Osu.Judgements;
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using osu.Game.Rulesets.Osu.Objects;
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using osu.Game.Rulesets.Scoring;
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using osu.Game.Skinning;
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namespace osu.Game.Tests.Visual.Gameplay
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{
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public class TestSceneSkinnableHUDComponents : SkinnableTestScene
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{
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protected override Ruleset CreateRulesetForSkinProvider() => new OsuRuleset();
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[Cached]
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private ScoreProcessor scoreProcessor = new ScoreProcessor();
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[Cached(typeof(HealthProcessor))]
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private HealthProcessor healthProcessor = new DrainingHealthProcessor(0);
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[BackgroundDependencyLoader]
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private void load()
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{
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SetContents(() => new SkinnableTargetContainer(SkinnableTarget.MainHUDComponents)
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{
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Anchor = Anchor.Centre,
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Origin = Anchor.Centre,
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RelativeSizeAxes = Axes.Both,
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});
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}
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[Test]
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public void TestScoreCounter()
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{
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AddStep(@"reset total score", () => scoreProcessor.TotalScore.Value = 0);
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AddStep(@"increment total score", () => scoreProcessor.TotalScore.Value += 300);
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AddStep(@"set large score", () => scoreProcessor.TotalScore.Value = 1_000_000_000);
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}
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[Test]
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public void TestComboCounter()
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{
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AddStep(@"reset combo", () => scoreProcessor.Combo.Value = 0);
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AddRepeatStep(@"increase combo", () => scoreProcessor.Combo.Value++, 10);
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}
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[Test]
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public void TestAccuracyCounter()
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{
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AddStep(@"reset accuracy", () => scoreProcessor.Accuracy.Value = 1);
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AddStep(@"decrease accuracy", () => scoreProcessor.Accuracy.Value -= 0.023);
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}
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[Test]
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public void TestHealthDisplay()
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{
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AddStep(@"reset health", () => healthProcessor.Health.Value = 1);
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AddRepeatStep(@"decrease hp", () => healthProcessor.Health.Value -= 0.08f, 10);
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AddRepeatStep(@"decrease hp without flash", () => healthProcessor.Health.Value += 0.1f, 3);
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AddRepeatStep(@"increase hp with flash", () =>
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{
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healthProcessor.Health.Value += 0.1f;
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healthProcessor.ApplyResult(new JudgementResult(new HitCircle(), new OsuJudgement())
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{
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Type = HitResult.Perfect
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});
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}, 3);
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}
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}
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}
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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 NUnit.Framework;
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using osu.Framework.Allocation;
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using osu.Framework.Testing;
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using osu.Game.Rulesets;
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using osu.Game.Rulesets.Judgements;
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using osu.Game.Rulesets.Osu;
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using osu.Game.Rulesets.Osu.Judgements;
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using osu.Game.Rulesets.Osu.Objects;
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using osu.Game.Rulesets.Scoring;
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using osu.Game.Skinning;
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namespace osu.Game.Tests.Visual.Gameplay
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{
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public class TestSceneSkinnableHealthDisplay : SkinnableTestScene
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{
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protected override Ruleset CreateRulesetForSkinProvider() => new OsuRuleset();
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[Cached(typeof(HealthProcessor))]
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private HealthProcessor healthProcessor = new DrainingHealthProcessor(0);
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[SetUpSteps]
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public void SetUpSteps()
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{
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AddStep("Create health displays", () => SetContents(() => new SkinnableDrawable(new HUDSkinComponent(HUDSkinComponents.HealthDisplay))));
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AddStep(@"Reset all", delegate
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{
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healthProcessor.Health.Value = 1;
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});
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}
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[Test]
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public void TestHealthDisplayIncrementing()
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{
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AddRepeatStep(@"decrease hp", delegate
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{
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healthProcessor.Health.Value -= 0.08f;
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}, 10);
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AddRepeatStep(@"increase hp without flash", delegate
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{
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healthProcessor.Health.Value += 0.1f;
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}, 3);
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AddRepeatStep(@"increase hp with flash", delegate
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{
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healthProcessor.Health.Value += 0.1f;
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healthProcessor.ApplyResult(new JudgementResult(new HitCircle(), new OsuJudgement())
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{
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Type = HitResult.Perfect
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});
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}, 3);
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}
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}
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}
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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 NUnit.Framework;
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using osu.Framework.Allocation;
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using osu.Framework.Testing;
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using osu.Game.Rulesets;
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using osu.Game.Rulesets.Osu;
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using osu.Game.Rulesets.Scoring;
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using osu.Game.Skinning;
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namespace osu.Game.Tests.Visual.Gameplay
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{
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public class TestSceneSkinnableScoreCounter : SkinnableTestScene
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{
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protected override Ruleset CreateRulesetForSkinProvider() => new OsuRuleset();
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[Cached]
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private ScoreProcessor scoreProcessor = new ScoreProcessor();
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[SetUpSteps]
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public void SetUpSteps()
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{
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AddStep("Create score counters", () => SetContents(() => new SkinnableDrawable(new HUDSkinComponent(HUDSkinComponents.ScoreCounter))));
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}
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[Test]
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public void TestScoreCounterIncrementing()
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{
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AddStep(@"Reset all", () => scoreProcessor.TotalScore.Value = 0);
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AddStep(@"Hit! :D", () => scoreProcessor.TotalScore.Value += 300);
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}
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[Test]
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public void TestVeryLargeScore()
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{
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AddStep("set large score", () => scoreProcessor.TotalScore.Value = 1_000_000_000);
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}
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}
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}
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