Skip to content
New issue

Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.

By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.

Already on GitHub? Sign in to your account

Fix flashlight not dimming if slider head is hit early #26576

Merged
merged 3 commits into from Jan 17, 2024
Merged
Show file tree
Hide file tree
Changes from all commits
Commits
File filter

Filter by extension

Filter by extension

Conversations
Failed to load comments.
Jump to
Jump to file
Failed to load files.
Diff view
Diff view
78 changes: 78 additions & 0 deletions osu.Game.Rulesets.Osu.Tests/Mods/TestSceneOsuModFlashlight.cs
Expand Up @@ -77,5 +77,83 @@ public void TestSliderDimsOnlyAfterStartTime()
Autoplay = false,
});
}

[Test]
public void TestSliderDoesDimAfterStartTimeIfHitEarly()
{
bool sliderDimmed = false;

CreateModTest(new ModTestData
{
Mod = new OsuModFlashlight(),
PassCondition = () =>
{
sliderDimmed |=
Player.GameplayClockContainer.CurrentTime >= 1000 && Player.ChildrenOfType<ModFlashlight<OsuHitObject>.Flashlight>().Single().FlashlightDim > 0;
return Player.GameplayState.HasPassed && sliderDimmed;
},
Beatmap = new OsuBeatmap
{
HitObjects = new List<OsuHitObject>
{
new Slider
{
StartTime = 1000,
Path = new SliderPath(new[]
{
new PathControlPoint(),
new PathControlPoint(new Vector2(100))
})
}
},
},
ReplayFrames = new List<ReplayFrame>
{
new OsuReplayFrame(990, new Vector2(), OsuAction.LeftButton),
new OsuReplayFrame(2000, new Vector2(100), OsuAction.LeftButton),
new OsuReplayFrame(2001, new Vector2(100)),
},
Autoplay = false,
});
}

[Test]
public void TestSliderDoesDimAfterStartTimeIfHitLate()
{
bool sliderDimmed = false;

CreateModTest(new ModTestData
{
Mod = new OsuModFlashlight(),
PassCondition = () =>
{
sliderDimmed |=
Player.GameplayClockContainer.CurrentTime >= 1000 && Player.ChildrenOfType<ModFlashlight<OsuHitObject>.Flashlight>().Single().FlashlightDim > 0;
return Player.GameplayState.HasPassed && sliderDimmed;
},
Beatmap = new OsuBeatmap
{
HitObjects = new List<OsuHitObject>
{
new Slider
{
StartTime = 1000,
Path = new SliderPath(new[]
{
new PathControlPoint(),
new PathControlPoint(new Vector2(100))
})
}
},
},
ReplayFrames = new List<ReplayFrame>
{
new OsuReplayFrame(1100, new Vector2(), OsuAction.LeftButton),
new OsuReplayFrame(2000, new Vector2(100), OsuAction.LeftButton),
new OsuReplayFrame(2001, new Vector2(100)),
},
Autoplay = false,
});
}
}
}
2 changes: 1 addition & 1 deletion osu.Game.Rulesets.Osu/Mods/OsuModFlashlight.cs
Expand Up @@ -50,7 +50,7 @@ public partial class OsuModFlashlight : ModFlashlight<OsuHitObject>, IApplicable
public void ApplyToDrawableHitObject(DrawableHitObject drawable)
{
if (drawable is DrawableSlider s)
s.Tracking.ValueChanged += _ => flashlight.OnSliderTrackingChange(s);
s.OnUpdate += _ => flashlight.OnSliderTrackingChange(s);
frenzibyte marked this conversation as resolved.
Show resolved Hide resolved
}

private partial class OsuFlashlight : Flashlight, IRequireHighFrequencyMousePosition
Expand Down