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GitHub Repository: ppy/osu
Path: blob/master/osu.Game.Rulesets.Taiko.Tests/Skinning/TestSceneDrawableDrumRoll.cs
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// Copyright (c) ppy Pty Ltd <[email protected]>. Licensed under the MIT Licence.
// See the LICENCE file in the repository root for full licence text.

using NUnit.Framework;
using osu.Framework.Allocation;
using osu.Framework.Graphics;
using osu.Game.Beatmaps;
using osu.Game.Beatmaps.ControlPoints;
using osu.Game.Rulesets.Taiko.Objects;
using osu.Game.Rulesets.Taiko.Objects.Drawables;
using osu.Game.Rulesets.UI.Scrolling;
using osu.Game.Tests.Visual;

namespace osu.Game.Rulesets.Taiko.Tests.Skinning
{
    [TestFixture]
    public partial class TestSceneDrawableDrumRoll : TaikoSkinnableTestScene
    {
        [Cached(typeof(IScrollingInfo))]
        private ScrollingTestContainer.TestScrollingInfo info = new ScrollingTestContainer.TestScrollingInfo
        {
            Direction = { Value = ScrollingDirection.Left },
            TimeRange = { Value = 5000 },
        };

        [Test]
        public void TestDrumroll([Values] bool withKiai)
        {
            AddStep("set up beatmap", () => setUpBeatmap(withKiai));

            AddStep("Drum roll", () => SetContents(_ =>
            {
                var hoc = new ScrollingHitObjectContainer();

                hoc.Add(new DrawableDrumRoll(createDrumRollAtCurrentTime())
                {
                    Anchor = Anchor.Centre,
                    Origin = Anchor.Centre,
                    Width = 500,
                });

                return hoc;
            }));

            AddStep("Drum roll (strong)", () => SetContents(_ =>
            {
                var hoc = new ScrollingHitObjectContainer();

                hoc.Add(new DrawableDrumRoll(createDrumRollAtCurrentTime(true))
                {
                    Anchor = Anchor.Centre,
                    Origin = Anchor.Centre,
                    Width = 500,
                });

                return hoc;
            }));
        }

        private DrumRoll createDrumRollAtCurrentTime(bool strong = false)
        {
            var drumroll = new DrumRoll
            {
                IsStrong = strong,
                StartTime = Time.Current + 1000,
                Duration = 4000,
            };

            var cpi = new ControlPointInfo();
            cpi.Add(0, new TimingControlPoint { BeatLength = 500 });

            drumroll.ApplyDefaults(cpi, new BeatmapDifficulty());

            return drumroll;
        }

        private void setUpBeatmap(bool withKiai)
        {
            var controlPointInfo = new ControlPointInfo();

            controlPointInfo.Add(0, new TimingControlPoint { BeatLength = 500 });

            if (withKiai)
                controlPointInfo.Add(0, new EffectControlPoint { KiaiMode = true });

            Beatmap.Value = CreateWorkingBeatmap(new Beatmap
            {
                ControlPointInfo = controlPointInfo
            });

            Beatmap.Value.Track.Start();
        }
    }
}