1
0
mirror of https://github.com/ppy/osu.git synced 2026-05-17 06:32:36 +08:00
Files
osu-lazer/osu.Game/Tests/Gameplay/TestGameplayState.cs
T
2025-08-11 21:07:55 +09:00

37 lines
1.5 KiB
C#

// 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 System.Collections.Generic;
using osu.Framework.Bindables;
using osu.Game.Rulesets;
using osu.Game.Rulesets.Mods;
using osu.Game.Scoring;
using osu.Game.Screens.Play;
using osu.Game.Tests.Beatmaps;
namespace osu.Game.Tests.Gameplay
{
/// <summary>
/// Static class providing a <see cref="Create"/> convenience method to retrieve a correctly-initialised <see cref="GameplayState"/> instance in testing scenarios.
/// </summary>
public static class TestGameplayState
{
/// <summary>
/// Creates a correctly-initialised <see cref="GameplayState"/> instance for use in testing.
/// </summary>
public static GameplayState Create(Ruleset ruleset, IReadOnlyList<Mod>? mods = null, Score? score = null, IBindable<LocalUserPlayingState>? playState = null)
{
var beatmap = new TestBeatmap(ruleset.RulesetInfo);
var workingBeatmap = new TestWorkingBeatmap(beatmap);
var playableBeatmap = workingBeatmap.GetPlayableBeatmap(ruleset.RulesetInfo, mods);
var scoreProcessor = ruleset.CreateScoreProcessor();
scoreProcessor.ApplyBeatmap(playableBeatmap);
var healthProcessor = ruleset.CreateHealthProcessor(beatmap.HitObjects[0].StartTime);
return new GameplayState(playableBeatmap, ruleset, mods, score, scoreProcessor, healthProcessor, localUserPlayingState: playState);
}
}
}