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50 lines
1.8 KiB
C#
50 lines
1.8 KiB
C#
// 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 System.Linq;
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using NUnit.Framework;
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using osu.Game.Rulesets.Taiko.Beatmaps;
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using osu.Game.Rulesets.Taiko.Mods;
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using osu.Game.Rulesets.Taiko.Objects;
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using osu.Game.Rulesets.Taiko.Replays;
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namespace osu.Game.Rulesets.Taiko.Tests.Mods
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{
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public partial class TestSceneTaikoModRelax : TaikoModTestScene
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{
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[Test]
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public void TestRelax()
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{
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var beatmapForReplay = createBeatmap();
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foreach (var ho in beatmapForReplay.HitObjects)
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ho.ApplyDefaults(beatmapForReplay.ControlPointInfo, beatmapForReplay.Difficulty);
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var replay = new TaikoAutoGenerator(beatmapForReplay).Generate();
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foreach (var frame in replay.Frames.OfType<TaikoReplayFrame>().Where(r => r.Actions.Any()))
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frame.Actions = [TaikoAction.LeftCentre];
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CreateModTest(new ModTestData
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{
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Mod = new TaikoModRelax(),
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CreateBeatmap = createBeatmap,
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ReplayFrames = replay.Frames,
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Autoplay = false,
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PassCondition = () => Player.ScoreProcessor.HasCompleted.Value && Player.ScoreProcessor.Accuracy.Value == 1,
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});
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TaikoBeatmap createBeatmap() => new TaikoBeatmap
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{
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HitObjects =
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{
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new Hit { StartTime = 0, Type = HitType.Centre, },
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new Hit { StartTime = 250, Type = HitType.Rim, },
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new DrumRoll { StartTime = 500, Duration = 500, },
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new Swell { StartTime = 1250, Duration = 500 },
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}
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};
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}
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}
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}
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