// Copyright (c) ppy Pty Ltd . Licensed under the MIT Licence. // See the LICENCE file in the repository root for full licence text. using System.Collections.Generic; using NUnit.Framework; using osu.Framework.Allocation; using osu.Game.Beatmaps; using osu.Game.Rulesets.Taiko.Objects; using osu.Game.Rulesets.Taiko.UI; namespace osu.Game.Rulesets.Taiko.Tests { [TestFixture] public class TestSceneDrumTouchInputArea : DrawableTaikoRulesetTestScene { protected const double NUM_HIT_OBJECTS = 10; protected const double HIT_OBJECT_TIME_SPACING_MS = 1000; [BackgroundDependencyLoader] private void load() { var drumTouchInputArea = new DrumTouchInputArea(); DrawableRuleset.KeyBindingInputManager.Add(drumTouchInputArea); drumTouchInputArea.ShowTouchControls(); } protected override IBeatmap CreateBeatmap(RulesetInfo ruleset) { List hitObjects = new List(); for (int i = 0; i < NUM_HIT_OBJECTS; i++) { hitObjects.Add(new Hit { StartTime = Time.Current + i * HIT_OBJECT_TIME_SPACING_MS, IsStrong = isOdd(i), Type = isOdd(i / 2) ? HitType.Centre : HitType.Rim }); } var beatmap = new Beatmap { BeatmapInfo = { Ruleset = ruleset }, HitObjects = hitObjects }; return beatmap; } private bool isOdd(int number) { return number % 2 == 0; } } }