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e388a896e8
The goal of the visibility increase is to help in cases where timing is an issue (by showing the approach circle etc.). This doesn't need to apply to catch. @smoogipoo interested as to whether you agree with this one. Visually it looks better to me but it does change the behaviour for only osu!catch, so I'm not 100% confident on it. Closes #13367.
49 lines
1.6 KiB
C#
49 lines
1.6 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.Linq;
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using NUnit.Framework;
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using osu.Framework.Testing;
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using osu.Game.Beatmaps;
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using osu.Game.Rulesets.Catch.Mods;
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using osu.Game.Rulesets.Catch.Objects;
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using osu.Game.Rulesets.Catch.Objects.Drawables;
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using osu.Game.Rulesets.Catch.UI;
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using osu.Game.Rulesets.Objects;
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using osu.Game.Rulesets.Objects.Types;
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using osu.Game.Tests.Visual;
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using osuTK;
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namespace osu.Game.Rulesets.Catch.Tests
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{
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public class TestSceneCatchModHidden : ModTestScene
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{
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[Test]
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public void TestJuiceStream()
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{
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CreateModTest(new ModTestData
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{
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Beatmap = new Beatmap
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{
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HitObjects = new List<HitObject>
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{
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new JuiceStream
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{
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StartTime = 1000,
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Path = new SliderPath(PathType.Linear, new[] { Vector2.Zero, new Vector2(0, -192) }),
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X = CatchPlayfield.WIDTH / 2
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}
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}
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},
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Mod = new CatchModHidden(),
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PassCondition = () => Player.Results.Count > 0
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&& Player.ChildrenOfType<DrawableJuiceStream>().Single().Alpha > 0
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&& Player.ChildrenOfType<DrawableFruit>().Last().Alpha > 0
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});
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}
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protected override Ruleset CreatePlayerRuleset() => new CatchRuleset();
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}
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}
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