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osu-lazer/osu.Game.Rulesets.Osu.Tests/TestSceneShaking.cs
2022-06-17 16:37:17 +09:00

44 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.
#nullable disable
using System.Collections.Generic;
using System.Diagnostics;
using osu.Framework.Threading;
using osu.Framework.Utils;
using osu.Game.Beatmaps;
using osu.Game.Rulesets.Osu.Objects;
using osu.Game.Rulesets.Scoring;
namespace osu.Game.Rulesets.Osu.Tests
{
public class TestSceneShaking : TestSceneHitCircle
{
private readonly List<ScheduledDelegate> scheduledTasks = new List<ScheduledDelegate>();
protected override IBeatmap CreateBeatmapForSkinProvider()
{
// best way to run cleanup before a new step is run
foreach (var task in scheduledTasks)
task.Cancel();
scheduledTasks.Clear();
return base.CreateBeatmapForSkinProvider();
}
protected override TestDrawableHitCircle CreateDrawableHitCircle(HitCircle circle, bool auto, double hitOffset = 0)
{
var drawableHitObject = base.CreateDrawableHitCircle(circle, auto, hitOffset);
Debug.Assert(drawableHitObject.HitObject.HitWindows != null);
double delay = drawableHitObject.HitObject.StartTime - (drawableHitObject.HitObject.HitWindows.WindowFor(HitResult.Miss) + RNG.Next(0, 300)) - Time.Current;
scheduledTasks.Add(Scheduler.AddDelayed(() => drawableHitObject.TriggerJudgement(), delay));
return drawableHitObject;
}
}
}