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42 lines
1.5 KiB
C#
42 lines
1.5 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.Collections.Generic;
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using System.Diagnostics;
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using osu.Framework.Threading;
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using osu.Framework.Utils;
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using osu.Game.Beatmaps;
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using osu.Game.Rulesets.Osu.Objects;
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using osu.Game.Rulesets.Scoring;
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namespace osu.Game.Rulesets.Osu.Tests
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{
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public class TestSceneShaking : TestSceneHitCircle
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{
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private readonly List<ScheduledDelegate> scheduledTasks = new List<ScheduledDelegate>();
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protected override IBeatmap CreateBeatmapForSkinProvider()
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{
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// best way to run cleanup before a new step is run
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foreach (var task in scheduledTasks)
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task.Cancel();
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scheduledTasks.Clear();
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return base.CreateBeatmapForSkinProvider();
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}
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protected override TestDrawableHitCircle CreateDrawableHitCircle(HitCircle circle, bool auto, double hitOffset = 0)
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{
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var drawableHitObject = base.CreateDrawableHitCircle(circle, auto, hitOffset);
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Debug.Assert(drawableHitObject.HitObject.HitWindows != null);
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double delay = drawableHitObject.HitObject.StartTime - (drawableHitObject.HitObject.HitWindows.WindowFor(HitResult.Miss) + RNG.Next(0, 300)) - Time.Current;
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scheduledTasks.Add(Scheduler.AddDelayed(() => drawableHitObject.TriggerJudgement(), delay));
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return drawableHitObject;
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}
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}
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}
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