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Add increase visibility setting for taiko hidden (#34879)

Co-authored-by: Bartłomiej Dach <dach.bartlomiej@gmail.com>
This commit is contained in:
Krystian Ptach-Żurakowski
2025-09-02 03:10:58 +02:00
committed by GitHub
Unverified
parent 63ab11ac16
commit f9e89afe03
2 changed files with 105 additions and 1 deletions
@@ -5,10 +5,13 @@ using System;
using System.Collections.Generic;
using System.Linq;
using NUnit.Framework;
using osu.Framework.Testing;
using osu.Game.Beatmaps;
using osu.Game.Beatmaps.ControlPoints;
using osu.Game.Configuration;
using osu.Game.Rulesets.Taiko.Mods;
using osu.Game.Rulesets.Taiko.Objects;
using osu.Game.Rulesets.Taiko.Objects.Drawables;
namespace osu.Game.Rulesets.Taiko.Tests.Mods
{
@@ -69,5 +72,106 @@ namespace osu.Game.Rulesets.Taiko.Tests.Mods
},
});
}
[Test]
public void TestIncreasedVisibilityOnFirstObject()
{
bool firstHitNeverFadedOut = true;
AddStep("enable increased visibility", () => LocalConfig.SetValue(OsuSetting.IncreaseFirstObjectVisibility, true));
CreateModTest(new ModTestData
{
Mod = new TaikoModHidden(),
Autoplay = true,
PassCondition = () =>
{
var firstHit = this.ChildrenOfType<DrawableHit>().FirstOrDefault(h => h.HitObject.StartTime == 100);
if (firstHit?.Alpha < 1 && !firstHit.IsHit)
firstHitNeverFadedOut = false;
return firstHitNeverFadedOut && checkAllMaxResultJudgements(2).Invoke();
},
CreateBeatmap = () =>
{
var beatmap = new Beatmap<TaikoHitObject>
{
HitObjects = new List<TaikoHitObject>
{
new Hit
{
Type = HitType.Rim,
StartTime = 100,
},
new Hit
{
Type = HitType.Centre,
StartTime = 200,
},
},
BeatmapInfo =
{
Difficulty = new BeatmapDifficulty
{
SliderTickRate = 4,
OverallDifficulty = 0,
},
Ruleset = new TaikoRuleset().RulesetInfo
},
};
beatmap.ControlPointInfo.Add(0, new EffectControlPoint { ScrollSpeed = 0.1f });
return beatmap;
},
});
}
[Test]
public void TestNoIncreasedVisibilityOnFirstObject()
{
bool firstHitFadedOut = true;
AddStep("enable increased visibility", () => LocalConfig.SetValue(OsuSetting.IncreaseFirstObjectVisibility, false));
CreateModTest(new ModTestData
{
Mod = new TaikoModHidden(),
Autoplay = true,
PassCondition = () =>
{
var firstHit = this.ChildrenOfType<DrawableHit>().FirstOrDefault(h => h.HitObject.StartTime == 100);
firstHitFadedOut |= firstHit?.IsHit == false && firstHit.Alpha < 1;
return firstHitFadedOut && checkAllMaxResultJudgements(2).Invoke();
},
CreateBeatmap = () =>
{
var beatmap = new Beatmap<TaikoHitObject>
{
HitObjects = new List<TaikoHitObject>
{
new Hit
{
Type = HitType.Rim,
StartTime = 100,
},
new Hit
{
Type = HitType.Centre,
StartTime = 200,
},
},
BeatmapInfo =
{
Difficulty = new BeatmapDifficulty
{
SliderTickRate = 4,
OverallDifficulty = 0,
},
Ruleset = new TaikoRuleset().RulesetInfo
},
};
beatmap.ControlPointInfo.Add(0, new EffectControlPoint { ScrollSpeed = 0.1f });
return beatmap;
},
});
}
}
}
@@ -40,7 +40,7 @@ namespace osu.Game.Rulesets.Taiko.Mods
protected override void ApplyIncreasedVisibilityState(DrawableHitObject hitObject, ArmedState state)
{
ApplyNormalVisibilityState(hitObject, state);
// intentional no-op
}
protected override void ApplyNormalVisibilityState(DrawableHitObject hitObject, ArmedState state)