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osu-lazer/osu.Game.Rulesets.Taiko.Tests/Skinning/TestSceneDrawableTaikoMascot.cs
2020-04-28 22:24:19 +02:00

208 lines
7.3 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;
using System.Collections.Generic;
using System.Linq;
using NUnit.Framework;
using osu.Framework.Allocation;
using osu.Framework.Bindables;
using osu.Framework.Testing;
using osu.Game.Beatmaps;
using osu.Game.Beatmaps.ControlPoints;
using osu.Game.Rulesets.Judgements;
using osu.Game.Rulesets.Objects;
using osu.Game.Rulesets.Scoring;
using osu.Game.Rulesets.Taiko.Judgements;
using osu.Game.Rulesets.Taiko.Objects;
using osu.Game.Rulesets.Taiko.Objects.Drawables;
using osu.Game.Rulesets.Taiko.UI;
using osu.Game.Rulesets.UI.Scrolling;
using osu.Game.Tests.Visual;
namespace osu.Game.Rulesets.Taiko.Tests.Skinning
{
[TestFixture]
public class TestSceneDrawableTaikoMascot : TaikoSkinnableTestScene
{
public override IReadOnlyList<Type> RequiredTypes => base.RequiredTypes.Concat(new[]
{
typeof(DrawableTaikoMascot),
}).ToList();
[Cached(typeof(IScrollingInfo))]
private ScrollingTestContainer.TestScrollingInfo info = new ScrollingTestContainer.TestScrollingInfo
{
Direction = { Value = ScrollingDirection.Left },
TimeRange = { Value = 5000 },
};
private Bindable<WorkingBeatmap> workingBeatmap;
private readonly List<DrawableTaikoMascot> mascots = new List<DrawableTaikoMascot>();
private readonly List<TaikoPlayfield> playfields = new List<TaikoPlayfield>();
private readonly List<DrawableTaikoRuleset> rulesets = new List<DrawableTaikoRuleset>();
[BackgroundDependencyLoader]
private void load(Bindable<WorkingBeatmap> beatmap)
{
workingBeatmap = beatmap;
}
[Test]
public void TestStateTextures()
{
AddStep("Set beatmap", () => setBeatmap());
AddStep("Create mascot (idle)", () =>
{
mascots.Clear();
SetContents(() =>
{
var mascot = new TestDrawableTaikoMascot();
mascots.Add(mascot);
return mascot;
});
});
AddStep("Clear state", () => setState(TaikoMascotAnimationState.Clear));
AddStep("Kiai state", () => setState(TaikoMascotAnimationState.Kiai));
AddStep("Fail state", () => setState(TaikoMascotAnimationState.Fail));
}
[Test]
public void TestPlayfield()
{
AddStep("Set beatmap", () => setBeatmap());
AddStep("Create ruleset", () =>
{
rulesets.Clear();
SetContents(() =>
{
var ruleset = new TaikoRuleset();
var drawableRuleset = new DrawableTaikoRuleset(ruleset, workingBeatmap.Value.GetPlayableBeatmap(ruleset.RulesetInfo));
rulesets.Add(drawableRuleset);
return drawableRuleset;
});
});
AddStep("Collect playfields", collectPlayfields);
AddStep("Collect mascots", collectMascots);
AddStep("Create hit (great)", () => addJudgement(HitResult.Miss));
AddUntilStep("Wait for idle state", () => checkForState(TaikoMascotAnimationState.Fail));
AddStep("Create hit (great)", () => addJudgement(HitResult.Great));
AddUntilStep("Wait for idle state", () => checkForState(TaikoMascotAnimationState.Idle));
}
[Test]
public void TestKiai()
{
AddStep("Set beatmap", () => setBeatmap(true));
AddUntilStep("Wait for beatmap to be loaded", () => workingBeatmap.Value.Track.IsLoaded);
AddStep("Create kiai ruleset", () =>
{
workingBeatmap.Value.Track.Start();
rulesets.Clear();
SetContents(() =>
{
var ruleset = new TaikoRuleset();
var drawableRuleset = new DrawableTaikoRuleset(ruleset, workingBeatmap.Value.GetPlayableBeatmap(ruleset.RulesetInfo));
rulesets.Add(drawableRuleset);
return drawableRuleset;
});
});
AddStep("Collect playfields", collectPlayfields);
AddStep("Collect mascots", collectMascots);
AddUntilStep("Wait for idle state", () => checkForState(TaikoMascotAnimationState.Fail));
AddStep("Create hit (great)", () => addJudgement(HitResult.Great));
AddUntilStep("Wait for idle state", () => checkForState(TaikoMascotAnimationState.Kiai));
}
private void setBeatmap(bool kiai = false)
{
var controlPointInfo = new ControlPointInfo();
controlPointInfo.Add(0, new TimingControlPoint { BeatLength = 90 });
if (kiai)
controlPointInfo.Add(0, new EffectControlPoint { KiaiMode = true });
workingBeatmap.Value = CreateWorkingBeatmap(new Beatmap
{
HitObjects = new List<HitObject> { new Hit { Type = HitType.Centre } },
BeatmapInfo = new BeatmapInfo
{
BaseDifficulty = new BeatmapDifficulty(),
Metadata = new BeatmapMetadata
{
Artist = @"Unknown",
Title = @"Sample Beatmap",
AuthorString = @"Craftplacer",
},
Ruleset = new TaikoRuleset().RulesetInfo
},
ControlPointInfo = controlPointInfo
});
}
private void setState(TaikoMascotAnimationState state)
{
foreach (var mascot in mascots)
mascot?.ShowState(state);
}
private void collectPlayfields()
{
playfields.Clear();
foreach (var ruleset in rulesets)
playfields.Add(ruleset.ChildrenOfType<TaikoPlayfield>().Single());
}
private void collectMascots()
{
mascots.Clear();
foreach (var playfield in playfields)
{
var mascot = playfield.ChildrenOfType<TestDrawableTaikoMascot>()
.SingleOrDefault();
if (mascot != null)
mascots.Add(mascot);
}
}
private void addJudgement(HitResult result)
{
foreach (var playfield in playfields)
playfield.OnNewResult(new DrawableHit(new Hit()), new JudgementResult(new HitObject(), new TaikoJudgement()) { Type = result });
}
private bool checkForState(TaikoMascotAnimationState state) => mascots.All(d => d.State == state);
private class TestDrawableTaikoMascot : DrawableTaikoMascot
{
public TestDrawableTaikoMascot(TaikoMascotAnimationState startingState = TaikoMascotAnimationState.Idle)
: base(startingState)
{
}
protected override TaikoMascotAnimationState GetFinalAnimationState(EffectControlPoint effectPoint, TaikoMascotAnimationState playfieldState)
{
return State;
}
}
}
}