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osu-lazer/osu.Game.Tests/Visual/Gameplay/TestSceneGameplaySampleTriggerSource.cs

136 lines
4.9 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.Linq;
using NUnit.Framework;
using osu.Game.Audio;
using osu.Game.Beatmaps;
using osu.Game.Beatmaps.ControlPoints;
using osu.Game.Rulesets;
using osu.Game.Rulesets.Objects;
using osu.Game.Rulesets.Objects.Drawables;
using osu.Game.Rulesets.Osu;
using osu.Game.Rulesets.Osu.Objects;
using osu.Game.Rulesets.UI;
using osuTK.Input;
namespace osu.Game.Tests.Visual.Gameplay
{
public class TestSceneGameplaySampleTriggerSource : PlayerTestScene
{
private TestGameplaySampleTriggerSource sampleTriggerSource;
protected override Ruleset CreatePlayerRuleset() => new OsuRuleset();
private Beatmap beatmap;
protected override IBeatmap CreateBeatmap(RulesetInfo ruleset)
{
beatmap = new Beatmap
{
BeatmapInfo = new BeatmapInfo
{
Difficulty = new BeatmapDifficulty { CircleSize = 6, SliderMultiplier = 3 },
Ruleset = ruleset
}
};
const double start_offset = 8000;
const double spacing = 2000;
double t = start_offset;
beatmap.HitObjects.AddRange(new[]
{
new HitCircle
{
// intentionally start objects a bit late so we can test the case of no alive objects.
StartTime = t += spacing,
Samples = new[] { new HitSampleInfo(HitSampleInfo.HIT_NORMAL) }
},
new HitCircle
{
StartTime = t += spacing,
Samples = new[] { new HitSampleInfo(HitSampleInfo.HIT_WHISTLE) }
},
new HitCircle
{
StartTime = t += spacing,
Samples = new[] { new HitSampleInfo(HitSampleInfo.HIT_NORMAL) },
SampleControlPoint = new SampleControlPoint { SampleBank = "soft" },
},
new HitCircle
{
StartTime = t + spacing,
Samples = new[] { new HitSampleInfo(HitSampleInfo.HIT_WHISTLE) },
SampleControlPoint = new SampleControlPoint { SampleBank = "soft" },
},
});
return beatmap;
}
public override void SetUpSteps()
{
base.SetUpSteps();
AddStep("Add trigger source", () => Player.HUDOverlay.Add(sampleTriggerSource = new TestGameplaySampleTriggerSource(Player.DrawableRuleset.Playfield.HitObjectContainer)));
}
[Test]
public void TestCorrectHitObject()
{
HitObjectLifetimeEntry nextObjectEntry = null;
AddAssert("no alive objects", () => getNextAliveObject() == null);
AddAssert("check initially correct object", () => sampleTriggerSource.GetMostValidObject() == beatmap.HitObjects[0]);
AddUntilStep("get next object", () =>
{
var nextDrawableObject = getNextAliveObject();
if (nextDrawableObject != null)
{
nextObjectEntry = nextDrawableObject.Entry;
InputManager.MoveMouseTo(nextDrawableObject.ScreenSpaceDrawQuad.Centre);
return true;
}
return false;
});
AddUntilStep("hit first hitobject", () =>
{
InputManager.Click(MouseButton.Left);
return nextObjectEntry.Result.HasResult;
});
AddAssert("check correct object after hit", () => sampleTriggerSource.GetMostValidObject() == beatmap.HitObjects[1]);
AddUntilStep("check correct object after miss", () => sampleTriggerSource.GetMostValidObject() == beatmap.HitObjects[2]);
AddUntilStep("check correct object after miss", () => sampleTriggerSource.GetMostValidObject() == beatmap.HitObjects[3]);
AddUntilStep("no alive objects", () => getNextAliveObject() == null);
AddAssert("check correct object after none alive", () => sampleTriggerSource.GetMostValidObject() == beatmap.HitObjects[3]);
}
private DrawableHitObject getNextAliveObject() =>
Player.DrawableRuleset.Playfield.HitObjectContainer.AliveObjects.FirstOrDefault();
[Test]
public void TestSampleTriggering()
{
AddRepeatStep("trigger sample", () => sampleTriggerSource.Play(), 10);
}
public class TestGameplaySampleTriggerSource : GameplaySampleTriggerSource
{
public TestGameplaySampleTriggerSource(HitObjectContainer hitObjectContainer)
: base(hitObjectContainer)
{
}
public new HitObject GetMostValidObject() => base.GetMostValidObject();
}
}
}