mirror of
https://github.com/ppy/osu.git
synced 2024-11-16 10:17:36 +08:00
67ca7e4135
Closes https://github.com/ppy/osu/issues/6842. This is a rather barebones implementation, just to get this in place somehow at least. The logic is simple - 50% health or above shows pass layer, anything below shows fail layer. This does not match stable logic all across the board because I have no idea how to package that. Stable defines "passing" in like fifty ways: - in mania it's >80% HP (bb57924c15/osu
!/GameModes/Play/Rulesets/Mania/RulesetMania.cs#L333-L336) - in taiko it's >80% *accuracy* (bb57924c15/osu
!/GameModes/Play/Rulesets/Taiko/RulesetTaiko.cs#L486-L492) - there's also the part where "geki additions" will unconditionally set passing state (bb57924c15/osu
!/GameModes/Play/Player.cs#L3561-L3564) - and also the part where at the end of the map, the final passing state is determined by checking whether the user passed more sections than failed (bb57924c15/osu
!/GameModes/Play/Player.cs#L3320) The biggest issues of these are probably the first two, and they can *probably* be fixed, but would require a new member on `Ruleset` and I'm not sure how to make one look, so I'm not doing that at this time pending collection of ideas on how to do that.
136 lines
4.2 KiB
C#
136 lines
4.2 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 NUnit.Framework;
|
|
using osu.Framework.Allocation;
|
|
using osu.Framework.Bindables;
|
|
using osu.Framework.Graphics;
|
|
using osu.Framework.Graphics.Containers;
|
|
using osu.Framework.Graphics.Shapes;
|
|
using osu.Framework.Timing;
|
|
using osu.Framework.Utils;
|
|
using osu.Game.Beatmaps;
|
|
using osu.Game.Beatmaps.Formats;
|
|
using osu.Game.IO;
|
|
using osu.Game.Overlays;
|
|
using osu.Game.Rulesets.Osu;
|
|
using osu.Game.Screens.Play;
|
|
using osu.Game.Storyboards;
|
|
using osu.Game.Storyboards.Drawables;
|
|
using osu.Game.Tests.Gameplay;
|
|
using osu.Game.Tests.Resources;
|
|
using osuTK.Graphics;
|
|
|
|
namespace osu.Game.Tests.Visual.Gameplay
|
|
{
|
|
[TestFixture]
|
|
public partial class TestSceneStoryboard : OsuTestScene
|
|
{
|
|
private Container<DrawableStoryboard> storyboardContainer = null!;
|
|
|
|
private DrawableStoryboard? storyboard;
|
|
|
|
[Cached]
|
|
private GameplayState testGameplayState = TestGameplayState.Create(new OsuRuleset());
|
|
|
|
[Test]
|
|
public void TestStoryboard()
|
|
{
|
|
AddStep("Restart", restart);
|
|
AddToggleStep("Toggle passing state", passing => testGameplayState.HealthProcessor.Health.Value = passing ? 1 : 0);
|
|
}
|
|
|
|
[Test]
|
|
public void TestStoryboardMissingVideo()
|
|
{
|
|
AddStep("Load storyboard with missing video", () => loadStoryboard("storyboard_no_video.osu"));
|
|
}
|
|
|
|
[Test]
|
|
public void TestVideoSize()
|
|
{
|
|
AddStep("load storyboard with only video", () =>
|
|
{
|
|
// LegacyStoryboardDecoder doesn't parse WidescreenStoryboard, so it is set manually
|
|
loadStoryboard("storyboard_only_video.osu", s => s.BeatmapInfo.WidescreenStoryboard = false);
|
|
});
|
|
|
|
AddAssert("storyboard is correct width", () => Precision.AlmostEquals(storyboard?.Width ?? 0f, 480 * 16 / 9f));
|
|
}
|
|
|
|
[BackgroundDependencyLoader]
|
|
private void load()
|
|
{
|
|
Clock = new FramedClock();
|
|
|
|
AddRange(new Drawable[]
|
|
{
|
|
new Container
|
|
{
|
|
RelativeSizeAxes = Axes.Both,
|
|
Children = new Drawable[]
|
|
{
|
|
new Box
|
|
{
|
|
RelativeSizeAxes = Axes.Both,
|
|
Colour = Color4.Black,
|
|
},
|
|
storyboardContainer = new Container<DrawableStoryboard>
|
|
{
|
|
RelativeSizeAxes = Axes.Both,
|
|
},
|
|
},
|
|
},
|
|
new NowPlayingOverlay
|
|
{
|
|
Origin = Anchor.TopRight,
|
|
Anchor = Anchor.TopRight,
|
|
State = { Value = Visibility.Visible },
|
|
}
|
|
});
|
|
|
|
Beatmap.BindValueChanged(beatmapChanged, true);
|
|
}
|
|
|
|
private void beatmapChanged(ValueChangedEvent<WorkingBeatmap> e) => loadStoryboard(e.NewValue.Storyboard);
|
|
|
|
private void restart()
|
|
{
|
|
var track = Beatmap.Value.Track;
|
|
|
|
track.Reset();
|
|
loadStoryboard(Beatmap.Value.Storyboard);
|
|
track.Start();
|
|
}
|
|
|
|
private void loadStoryboard(Storyboard toLoad)
|
|
{
|
|
if (storyboard != null)
|
|
storyboardContainer.Remove(storyboard, true);
|
|
|
|
storyboardContainer.Clock = new FramedClock(Beatmap.Value.Track);
|
|
|
|
storyboard = toLoad.CreateDrawable(SelectedMods.Value);
|
|
|
|
storyboardContainer.Add(storyboard);
|
|
}
|
|
|
|
private void loadStoryboard(string filename, Action<Storyboard>? setUpStoryboard = null)
|
|
{
|
|
Storyboard loaded;
|
|
|
|
using (var str = TestResources.OpenResource(filename))
|
|
using (var bfr = new LineBufferedReader(str))
|
|
{
|
|
var decoder = new LegacyStoryboardDecoder();
|
|
loaded = decoder.Decode(bfr);
|
|
}
|
|
|
|
setUpStoryboard?.Invoke(loaded);
|
|
|
|
loadStoryboard(loaded);
|
|
}
|
|
}
|
|
}
|