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Implement hit application

This commit is contained in:
Bartłomiej Dach 2020-12-14 22:53:46 +01:00
parent 232c0205b4
commit e32b1c34ca
2 changed files with 70 additions and 11 deletions

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@ -0,0 +1,37 @@
// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
// See the LICENCE file in the repository root for full licence text.
using NUnit.Framework;
using osu.Game.Rulesets.Taiko.Objects;
using osu.Game.Rulesets.Taiko.Objects.Drawables;
namespace osu.Game.Rulesets.Taiko.Tests
{
public class TestSceneHitApplication : HitObjectApplicationTestScene
{
[Test]
public void TestApplyNewHit()
{
var hit = new DrawableHit();
AddStep("apply new hit", () => hit.Apply(PrepareObject(new Hit
{
Type = HitType.Rim,
IsStrong = false,
StartTime = 300
}), null));
AddHitObject(hit);
RemoveHitObject(hit);
AddStep("apply new hit", () => hit.Apply(PrepareObject(new Hit
{
Type = HitType.Centre,
IsStrong = true,
StartTime = 500
}), null));
AddHitObject(hit);
}
}
}

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@ -5,7 +5,7 @@ using System;
using System.Collections.Generic;
using System.Diagnostics;
using System.Linq;
using osu.Framework.Allocation;
using JetBrains.Annotations;
using osu.Framework.Bindables;
using osu.Framework.Graphics;
using osu.Game.Audio;
@ -36,29 +36,51 @@ namespace osu.Game.Rulesets.Taiko.Objects.Drawables
private bool pressHandledThisFrame;
private readonly Bindable<HitType> type;
private readonly Bindable<HitType> type = new Bindable<HitType>();
public DrawableHit(Hit hit)
: base(hit)
public DrawableHit()
: this(null)
{
type = HitObject.TypeBindable.GetBoundCopy();
FillMode = FillMode.Fit;
updateActionsFromType();
}
[BackgroundDependencyLoader]
private void load()
public DrawableHit([CanBeNull] Hit hit)
: base(hit)
{
FillMode = FillMode.Fit;
}
protected override void OnApply()
{
type.BindTo(HitObject.TypeBindable);
type.BindValueChanged(_ =>
{
updateActionsFromType();
// will overwrite samples, should only be called on change.
// will overwrite samples, should only be called on subsequent changes
// after the initial application.
updateSamplesFromTypeChange();
RecreatePieces();
});
// action update also has to happen immediately on application.
updateActionsFromType();
base.OnApply();
}
protected override void OnFree()
{
base.OnFree();
type.UnbindFrom(HitObject.TypeBindable);
type.UnbindEvents();
UnproxyContent();
HitActions = null;
HitAction = null;
validActionPressed = pressHandledThisFrame = false;
}
private HitSampleInfo[] getRimSamples() => HitObject.Samples.Where(s => s.Name == HitSampleInfo.HIT_CLAP || s.Name == HitSampleInfo.HIT_WHISTLE).ToArray();