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Cleanups + add auto to TestCaseHitCircle
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@ -5,6 +5,7 @@ using osu.Framework.Graphics;
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using osu.Framework.Graphics.Containers;
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using osu.Game.Beatmaps;
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using osu.Game.Beatmaps.ControlPoints;
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using osu.Game.Rulesets.Objects.Drawables;
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using osu.Game.Rulesets.Osu.Objects;
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using osu.Game.Rulesets.Osu.Objects.Drawables;
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using osu.Game.Tests.Visual;
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@ -17,33 +18,49 @@ namespace osu.Game.Rulesets.Osu.Tests
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private readonly Container content;
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protected override Container<Drawable> Content => content;
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private bool auto;
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private int depthIndex;
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public TestCaseHitCircle()
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{
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base.Content.Add(content = new OsuInputManager(new RulesetInfo { ID = 0 }));
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AddStep("Single", addHitCircle);
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AddStep("Single", () => addSingle());
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AddStep("Stream", addStream);
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AddToggleStep("Auto", v => auto = v);
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}
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private void addHitCircle()
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private void addSingle(double timeOffset = 0, Vector2? positionOffset = null)
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{
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var circle = new HitCircle { StartTime = Time.Current + 1000 };
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positionOffset = positionOffset ?? Vector2.Zero;
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var circle = new HitCircle
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{
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StartTime = Time.Current + 1000 + timeOffset,
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Position = positionOffset.Value
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};
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circle.ApplyDefaults(new ControlPointInfo(), new BeatmapDifficulty());
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Add(new DrawableHitCircle(circle) { Anchor = Anchor.Centre });
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var drawable = new DrawableHitCircle(circle)
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{
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Anchor = Anchor.Centre,
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Depth = depthIndex++
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};
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if (auto)
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drawable.State.Value = ArmedState.Hit;
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Add(drawable);
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}
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private void addStream()
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{
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Vector2 pos = Vector2.Zero;
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for (int i = 1000; i <= 2000; i += 100)
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for (int i = 0; i <= 1000; i += 100)
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{
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var circle = new HitCircle { StartTime = Time.Current + i, Position = pos };
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circle.ApplyDefaults(new ControlPointInfo(), new BeatmapDifficulty());
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Add(new DrawableHitCircle(circle) { Anchor = Anchor.Centre, Depth = i});
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addSingle(i, pos);
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pos += new Vector2(10);
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}
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}
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