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osu-lazer/osu.Game.Rulesets.Taiko.Tests/Skinning/TestSceneDrawableTaikoMascot.cs
2020-04-30 00:14:27 +02:00

169 lines
7.1 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.Extensions.IEnumerableExtensions;
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.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),
typeof(TaikoMascotAnimation)
}).ToList();
[Cached(typeof(IScrollingInfo))]
private ScrollingTestContainer.TestScrollingInfo info = new ScrollingTestContainer.TestScrollingInfo
{
Direction = { Value = ScrollingDirection.Left },
TimeRange = { Value = 5000 },
};
private IEnumerable<DrawableTaikoMascot> mascots => this.ChildrenOfType<DrawableTaikoMascot>();
private IEnumerable<TaikoPlayfield> playfields => this.ChildrenOfType<TaikoPlayfield>();
[Test]
public void TestStateAnimations()
{
AddStep("set beatmap", () => setBeatmap());
AddStep("clear state", () => SetContents(() => new TaikoMascotAnimation(TaikoMascotAnimationState.Clear)));
AddStep("idle state", () => SetContents(() => new TaikoMascotAnimation(TaikoMascotAnimationState.Idle)));
AddStep("kiai state", () => SetContents(() => new TaikoMascotAnimation(TaikoMascotAnimationState.Kiai)));
AddStep("fail state", () => SetContents(() => new TaikoMascotAnimation(TaikoMascotAnimationState.Fail)));
}
[Test]
public void TestClearStateTransition()
{
AddStep("set beatmap", () => setBeatmap());
// the bindables need to be independent for each content cell to prevent interference,
// as if some of the skins don't implement the animation they'll immediately revert to the previous state from the clear state.
var states = new List<Bindable<TaikoMascotAnimationState>>();
AddStep("create mascot", () => SetContents(() =>
{
var state = new Bindable<TaikoMascotAnimationState>(TaikoMascotAnimationState.Clear);
states.Add(state);
return new DrawableTaikoMascot { State = { BindTarget = state } };
}));
AddStep("set clear state", () => states.ForEach(state => state.Value = TaikoMascotAnimationState.Clear));
AddStep("miss", () => mascots.ForEach(mascot => mascot.OnNewResult(new JudgementResult(new Hit(), new TaikoJudgement()) { Type = HitResult.Miss })));
AddAssert("skins with animations remain in clear state", () => mascots.Any(mascot => mascot.State.Value == TaikoMascotAnimationState.Clear));
AddUntilStep("state reverts to fail", () => someMascotsIn(TaikoMascotAnimationState.Fail));
AddStep("set clear state again", () => states.ForEach(state => state.Value = TaikoMascotAnimationState.Clear));
AddAssert("skins with animations change to clear", () => someMascotsIn(TaikoMascotAnimationState.Clear));
}
[Test]
public void TestPlayfield()
{
AddStep("set beatmap", () => setBeatmap());
AddStep("create drawable ruleset", () =>
{
SetContents(() =>
{
var ruleset = new TaikoRuleset();
return new DrawableTaikoRuleset(ruleset, Beatmap.Value.GetPlayableBeatmap(ruleset.RulesetInfo));
});
});
AddStep("miss result for normal hit", () => addJudgement(HitResult.Miss, new TaikoJudgement()));
AddUntilStep("state is fail", () => allMascotsIn(TaikoMascotAnimationState.Fail));
AddStep("great result for normal hit", () => addJudgement(HitResult.Great, new TaikoJudgement()));
AddUntilStep("state is idle", () => allMascotsIn(TaikoMascotAnimationState.Idle));
AddStep("miss result for strong hit", () => addJudgement(HitResult.Miss, new TaikoStrongJudgement()));
AddAssert("state remains idle", () => allMascotsIn(TaikoMascotAnimationState.Idle));
}
[Test]
public void TestKiai()
{
AddStep("set beatmap", () => setBeatmap(true));
AddUntilStep("wait for beatmap to be loaded", () => Beatmap.Value.Track.IsLoaded);
AddStep("create drawable ruleset", () =>
{
Beatmap.Value.Track.Start();
SetContents(() =>
{
var ruleset = new TaikoRuleset();
return new DrawableTaikoRuleset(ruleset, Beatmap.Value.GetPlayableBeatmap(ruleset.RulesetInfo));
});
});
AddUntilStep("state is fail", () => allMascotsIn(TaikoMascotAnimationState.Fail));
AddStep("great result for normal hit", () => addJudgement(HitResult.Great, new TaikoJudgement()));
AddUntilStep("state is kiai", () => allMascotsIn(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 });
Beatmap.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 addJudgement(HitResult result, Judgement judgement)
{
foreach (var playfield in playfields)
{
var hit = new DrawableTestHit(new Hit(), result);
Add(hit);
playfield.OnNewResult(hit, new JudgementResult(hit.HitObject, judgement) { Type = result });
}
}
private bool allMascotsIn(TaikoMascotAnimationState state) => mascots.All(d => d.State.Value == state);
private bool someMascotsIn(TaikoMascotAnimationState state) => mascots.Any(d => d.State.Value == state);
}
}