Commit 915ce2ee authored by 16이상민's avatar 16이상민

JudgeManager -> InputManager

Refactoring: Extract class "NoteJudger"
Wirte tests for class "NoteCondition"
parent 729ec2d5
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......@@ -75,5 +75,15 @@ namespace JudgeModule
return judge == BAD ||
judge == MISS;
}
public static bool IsNoteBroken(Note note, float timing)
{
var isEnd = IsNoteEnd(note, timing);
var judge = TestJudge(note, timing, isEnd);
return note.IsLong &&
!isEnd &&
IsNoteComboBroken(judge);
}
}
}
\ No newline at end of file
......@@ -11,7 +11,7 @@ namespace JudgeModule
manager = inputManager;
}
public Dictionary<string, InputStatus> WrongInput(Note note)
private Dictionary<string, InputStatus> WrongInput(Note note)
{
if (note is MotionNote)
return new Dictionary<string, InputStatus>
......@@ -26,7 +26,7 @@ namespace JudgeModule
};
}
public Dictionary<string, InputStatus> JudgeInput(Note note)
private Dictionary<string, InputStatus> JudgeInput(Note note)
{
if (note is MotionNote)
return new Dictionary<string, InputStatus>
......
using System;
using UnityEngine;
using UnityEngine.UI;
namespace JudgeModule
{
public class NoteJudger
{
private Transform offset;
private Action<int> EndGame;
private GameObject judgeText;
public NoteJudger(Action<int> endgame)
{
offset = GameObject.Find("Offset").transform;
judgeText = GameObject.Find("JudgeText");
EndGame = endgame;
}
public void WrongNoteProc(Note note)
{
SetJudge(Judge.MISS);
DeactivateNote(note);
if (!(note is MotionNote))
EndGame(0);
}
public void EnteredNoteProc(Note note, float timing)
{
SetJudge(Judge.TestJudge(note, timing));
if (note.IsLong)
note.Activated = true;
else
DeactivateNote(note);
}
public void ContinuingNoteProc(Note note, float timing)
{
SetJudge(Judge.TestJudge(note, timing, Judge.IsNoteEnd(note, timing)));
if (Judge.IsNoteBroken(note, timing))
DeactivateNote(note);
}
public void CorrectlyStoppedNoteProc(Note note, float timing)
{
SetJudge(Judge.TestJudge(note, timing, true));
DeactivateNote(note);
}
public void IncorrectlyStoppedNoteProc(Note note, float timing)
{
var judge = Judge.TestJudge(note, timing, note.Activated);
SetJudge(Judge.IsNoteComboBroken(judge) ? judge : Judge.MISS);
DeactivateNote(note);
}
public void DeactivateNote(Note note)
{
note.Activated = false;
note.Component.transform.SetParent(offset);
note.Component.Deactivate();
}
public void SetJudge(Judge judge)
{
if (!judge.IsBreak)
++GameManager.Instance.Combo;
else
GameManager.Instance.Combo = 0;
GameManager.Instance.Score += judge.Score;
GameManager.Instance.JudgeCount[judge]++;
judgeText.SetActive(true);
judgeText.GetComponent<Text>().text = judge.Name;
judgeText.GetComponent<Text>().color = judge.Color;
}
}
}
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using JudgeModule;
using System.Collections.Generic;
using System.Linq;
using UnityEngine;
public class InGameManager : MonoBehaviour {
float latency = 225f;
float scrollMultiplier = 1.0f;
float startOffset = -5f;
float baseTime;
bool IsInitTime;
bool IsGameEnd;
private GameObject offset;
private GameObject noteobj;
private MotionGageManager motionGageManager;
private GameObject judgeText;
private GameObject motionSampleDisplayPrefab;
private Vector3 initialPos;
private float MsPerBeat
{
get
{
return 60 * 1000f / GameManager.Instance.CurrentTrack.BPM;
}
}
private float ScrollSpeed
{
get
{
return scrollMultiplier * MsPerBeat / 1000f;
}
}
private InputManager input;
private NoteCondition condition;
private List<Note> notes;
private NoteJudger judger;
void SetObjectRef()
{
offset = GameObject.Find("Offset");
noteobj = GameObject.Find("Noteobj");
judgeText = GameObject.Find("Judge");
input = GameObject.Find("InGameManagers").GetComponent<InputManager>();
condition = new NoteCondition(input);
judger = new NoteJudger(x => ShowResult());
motionGageManager = new MotionGageManager
{ motionGuage = GameObject.Find("Motion Guage") };
}
void JudgeInit()
{
initialPos = offset.transform.position;
judgeText.SetActive(false);
motionGageManager.ResetGuage();
IsGameEnd = false;
baseTime = 0f;
IsInitTime = false;
}
void LoadGameObjects()
{
motionSampleDisplayPrefab = Resources.Load("Motion Sample Display") as GameObject;
notes = GameManager.Instance.CurrentTrack.Notes.ToList();
notes.ForEach(LoadNote);
var sounds = GameObject.Find("Sounds");
sounds.transform.Cast<Transform>()
.ToList()
.ForEach(x => x.gameObject.SetActive(false));
if (GameManager.Instance.CurrentTrack.BGM != null)
sounds.transform.Find(GameManager.Instance.CurrentTrack.BGM)
.gameObject.SetActive(true);
}
// Use this for initialization
void Start()
{
SetObjectRef();
JudgeInit();
LoadGameObjects();
}
// Update is called once per frame
void Update()
{
float current = motionGageManager.UpdateTime();
if (!IsInitTime)
{
baseTime = current;
IsInitTime = true;
}
float timing = current - baseTime;
offset.transform.position = Vector3.left * current * ScrollSpeed;
motionGageManager.UpdateGuage();
if (noteobj.transform.childCount == 0 ||
IsGameEnd)
Invoke("ShowResult", 2f);
JudgeNote(timing);
}
void JudgeNote(float timing)
{
Note note = GetLastNote(timing);
if (note == null)
return;
if (condition.IsWrongInput(note))
{
judger.WrongNoteProc(note);
return;
}
if (Judge.IsNoteStart(note, timing))
PlaySampleMotion(note as MotionNote);
if (note.IsLong)
JudgeLongNote(note, timing);
else
JudgeShortNote(note, timing);
}
Note GetLastNote(float timing)
{
while (noteobj.transform.childCount != 0)
{
var note = noteobj.transform.GetChild(0).gameObject
.GetComponent<Note.Controller>().Instance;
if (!Judge.IsPastNote(note, timing))
return note;
judger.SetJudge(Judge.MISS);
judger.DeactivateNote(note);
}
return null;
}
void PlaySampleMotion(MotionNote note)
{
GameObject motionSample = Instantiate(motionSampleDisplayPrefab);
MotionSampleDisplay msd = motionSample.GetComponent<MotionSampleDisplay>();
msd.sprite = note.Image;
msd.timeout = MsPerBeat;
note.Activated = true;
note.MotionSampleDisplay = msd;
}
void JudgeShortNote(Note note, float timing)
{
if (condition.IsShortNoteEntered(note))
judger.EnteredNoteProc(note, timing);
}
void JudgeLongNote(Note note, float timing)
{
if (condition.IsLongNoteStartCorrectly(note))
judger.EnteredNoteProc(note, timing);
else if (condition.IsLongNoteHoldCorrectly(note))
judger.ContinuingNoteProc(note, timing);
else if (condition.IsLongNoteFinishCorrectly(note, timing))
judger.CorrectlyStoppedNoteProc(note, timing);
else if (condition.IsLongNoteFinishIncorrectly(note, timing))
judger.IncorrectlyStoppedNoteProc(note, timing);
}
void LoadNote(Note note)
{
GameObject obj = Instantiate(
Resources.Load(note.Type.ToString(), typeof(GameObject)),
noteobj.transform)
as GameObject;
obj.AddComponent<Note.Controller>().Instance = note;
if (note.Type == NoteType.MeasureLine || note.Type == NoteType.BeatLine)
obj.transform.SetParent(offset.transform);
if (note.IsLong)
StretchLongNote(note, obj);
obj.transform.position += initialPos +
(Vector3.right * (note.StartTiming * ScrollSpeed));
}
void StretchLongNote(Note note, GameObject obj)
{
float length = note.Length * ScrollSpeed;
var holdTransform = obj.transform.GetChild(1)
.GetComponent<RectTransform>();
var endTransform = obj.transform.GetChild(2)
.GetComponent<RectTransform>();
holdTransform.SetSizeWithCurrentAnchors(
RectTransform.Axis.Horizontal, length);
holdTransform.position += (Vector3.right * length / 2);
endTransform.position += (Vector3.right * length);
}
private bool onResult = false;
private void ShowResult()
{
if (!onResult)
{
Destroy(GetComponent<InputManager>());
Destroy(GetComponent<MotionView>());
Destroy(GetComponent<CoordinateMapperManager>());
Destroy(this);
GameManager.Instance.SceneTransition("Result");
onResult = true;
}
}
}
fileFormatVersion: 2
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......@@ -2,7 +2,6 @@
using System.Collections.Generic;
using System.Linq;
using UnityEngine;
using UnityEngine.UI;
public class JudgeManager : MonoBehaviour
{
......@@ -42,6 +41,7 @@ public class JudgeManager : MonoBehaviour
private InputManager input;
private NoteCondition condition;
private List<Note> notes;
private NoteJudger judger;
void SetObjectRef()
{
......@@ -50,6 +50,7 @@ public class JudgeManager : MonoBehaviour
judgeText = GameObject.Find("Judge");
input = GameObject.Find("InGameManagers").GetComponent<InputManager>();
condition = new NoteCondition(input);
judger = new NoteJudger(x => ShowResult());
motionGageManager = new MotionGageManager
{ motionGuage = GameObject.Find("Motion Guage") };
}
......@@ -118,7 +119,7 @@ public class JudgeManager : MonoBehaviour
if (condition.IsWrongInput(note))
{
WrongNoteProc(note);
judger.WrongNoteProc(note);
return;
}
......@@ -139,8 +140,8 @@ public class JudgeManager : MonoBehaviour
.GetComponent<Note.Controller>().Instance;
if (!Judge.IsPastNote(note, timing))
return note;
SetJudge(Judge.MISS);
DeactivateNote(note);
judger.SetJudge(Judge.MISS);
judger.DeactivateNote(note);
}
return null;
......@@ -159,88 +160,19 @@ public class JudgeManager : MonoBehaviour
void JudgeShortNote(Note note, float timing)
{
if (condition.IsShortNoteEntered(note))
EnteredNoteProc(note, timing);
judger.EnteredNoteProc(note, timing);
}
void JudgeLongNote(Note note, float timing)
{
if (condition.IsLongNoteStartCorrectly(note))
EnteredNoteProc(note, timing);
if (condition.IsLongNoteHoldCorrectly(note))
ContinuingNoteProc(note, timing);
if (condition.IsLongNoteFinishCorrectly(note, timing))
CorrectlyStoppedNoteProc(note, timing);
if (condition.IsLongNoteFinishIncorrectly(note, timing))
IncorrectlyStoppedNoteProc(note, timing);
}
void WrongNoteProc(Note note)
{
SetJudge(Judge.MISS);
DeactivateNote(note);
if (!(note is MotionNote))
{
IsGameEnd = true;
Invoke("ShowResult", 2f);
}
}
void EnteredNoteProc(Note note, float timing)
{
SetJudge(Judge.TestJudge(note, timing));
if (note.IsLong)
note.Activated = true;
else
DeactivateNote(note);
}
void ContinuingNoteProc(Note note, float timing)
{
bool isNoteEnd = Judge.IsNoteEnd(note, timing);
var judge = Judge.TestJudge(note, timing, isNoteEnd);
SetJudge(judge);
if (isNoteEnd ||
condition.IsNoteBroken(note, timing, judge))
DeactivateNote(note);
}
void CorrectlyStoppedNoteProc(Note note, float timing)
{
SetJudge(Judge.TestJudge(note, timing, true));
DeactivateNote(note);
}
void IncorrectlyStoppedNoteProc(Note note, float timing)
{
var judge = Judge.TestJudge(note, timing, note.Activated);
SetJudge(Judge.IsNoteComboBroken(judge) ? judge : Judge.MISS);
DeactivateNote(note);
}
private void DeactivateNote(Note note)
{
note.Activated = false;
note.Component.transform.SetParent(offset.transform);
note.Component.Deactivate();
}
private void SetJudge(Judge judge, bool isMotion = false)
{
if (!judge.IsBreak)
++GameManager.Instance.Combo;
else
GameManager.Instance.Combo = 0;
GameManager.Instance.Score += judge.Score;
GameManager.Instance.JudgeCount[judge]++;
Debug.Log(judge.Name + (isMotion ? " Motion" : " Note") + " Combo: " + GameManager.Instance.Combo);
judgeText.SetActive(true);
judgeText.GetComponent<Text>().text = judge.Name;
judgeText.GetComponent<Text>().color = judge.Color;
if (condition.IsLongNoteStartCorrectly(note))
judger.EnteredNoteProc(note, timing);
else if (condition.IsLongNoteHoldCorrectly(note))
judger.ContinuingNoteProc(note, timing);
else if (condition.IsLongNoteFinishCorrectly(note, timing))
judger.CorrectlyStoppedNoteProc(note, timing);
else if (condition.IsLongNoteFinishIncorrectly(note, timing))
judger.IncorrectlyStoppedNoteProc(note, timing);
}
void LoadNote(Note note)
......
using UnityEngine.TestTools;
using System.Collections;
using TrackAnalysis;
using UnityEngine;
using JudgeModule;
using NUnit.Framework;
using MotionAnalysis;
using System.Collections.Generic;
class NoteConditionTests
{
[UnityTest]
public IEnumerator WrongInput_When_Invalid_Note_And_Input()
{
var counter = new WrongInputCounter(true);
yield return counter.Count();
var expected = true;
var actual = counter.Cnt == WrongInputCounter.total;
Assert.AreEqual(expected, actual, "condition should be wrong input when invalid input and note");
}
[UnityTest]
public IEnumerator Not_WrongInput_When_valid_Note_And_Input()
{
var counter = new WrongInputCounter(false);
yield return counter.Count();
var expected = true;
var actual = counter.Cnt == 0;
Assert.AreEqual(expected, actual, "condition should not be wrong input when valid input and note");
}
[UnityTest]
public IEnumerator Short_Note_Entered_When_Short_Button_Note_And_Short_Button_Input_Entered()
{
var notemaker = new NoteMaker();
var note = notemaker.Make("AA", "SBT", 0);
var obj = new GameObject();
var input = obj.AddComponent<InputManager>();
var condition = new NoteCondition(input);
yield return null;
input.IsButtonDown = false;
yield return null;
input.IsButtonDown = true;
var expected = true;
var actual = condition.IsShortNoteEntered(note);
Assert.AreEqual(expected, actual, "condition should be short note entered when short button note and short button input entered");
}
[UnityTest]
public IEnumerator Short_Note_Entered_When_Short_Motion_Note_And_Short_Motion_Input_Entered()
{
var notemaker = new NoteMaker();
var note = notemaker.Make("CP", "SMO", 0);
var obj = new GameObject();
var input = obj.AddComponent<InputManager>();
var condition = new NoteCondition(input);
yield return null;
input.CurrentMotionState = MotionState.CLAP_PREPARE;
yield return null;
input.CurrentMotionState = MotionState.CLAP_DONE;
var expected = true;
var actual = condition.IsShortNoteEntered(note);
Assert.AreEqual(expected, actual, "condition should be short note entered when short motion note and long motion input entered");
}
[UnityTest]
public IEnumerator Long_Note_Start_Correctly_When_Short_Button_Note_And_Short_Button_Input_Entered()
{
var notemaker = new NoteMaker();
notemaker.Make("AA", "LBT", 0);
var note = notemaker.Make("AA", "LBT", 1);
var obj = new GameObject();
var input = obj.AddComponent<InputManager>();
var condition = new NoteCondition(input);
yield return null;
input.IsButtonDown = false;
yield return null;
input.IsButtonDown = true;
var expected = true;
var actual = condition.IsLongNoteStartCorrectly(note);
Assert.AreEqual(expected, actual, "condition should be long note start correctly when short button note and short button input entered");
}
[UnityTest]
public IEnumerator Long_Note_Start_Correctly_When_Short_Motion_Note_And_Short_Motion_Input_Entered()
{
var notemaker = new NoteMaker();
notemaker.Make("JS", "LMO", 0);
var note = notemaker.Make("JS", "LMO", 1);
var obj = new GameObject();
var input = obj.AddComponent<InputManager>();
var condition = new NoteCondition(input);
yield return null;
input.CurrentMotionState = MotionState.UNKNOWN;
yield return null;
input.CurrentMotionState = MotionState.JESUS;
var expected = true;
var actual = condition.IsLongNoteStartCorrectly(note);
Assert.AreEqual(expected, actual, "condition should be long note start correctly when short motion note and long motion input entered");
}
[UnityTest]
public IEnumerator Long_Note_Hold_Correctly_When_Short_Button_Note_And_Short_Button_Input_Holding()
{
var notemaker = new NoteMaker();
notemaker.Make("AA", "LBT", 0);
var note = notemaker.Make("AA", "LBT", 1);
note.Activated = true;
var obj = new GameObject();
var input = obj.AddComponent<InputManager>();
var condition = new NoteCondition(input);
yield return null;
input.IsButtonDown = true;
yield return null;
input.IsButtonDown = true;
var expected = true;
var actual = condition.IsLongNoteHoldCorrectly(note);
Assert.AreEqual(expected, actual, "condition should be long note hold correctly when short button note and short button input holding");
}
[UnityTest]
public IEnumerator Long_Note_Hold_Correctly_When_Short_Motion_Note_And_Short_Motion_Input_Holding()
{
var notemaker = new NoteMaker();
notemaker.Make("JS", "LMO", 0);
var note = notemaker.Make("JS", "LMO", 1);
note.Activated = true;
var obj = new GameObject();
var input = obj.AddComponent<InputManager>();
var condition = new NoteCondition(input);
yield return null;
input.CurrentMotionState = MotionState.JESUS;
yield return null;
input.CurrentMotionState = MotionState.JESUS;
var expected = true;
var actual = condition.IsLongNoteHoldCorrectly(note);
Assert.AreEqual(expected, actual, "condition should be long note hold correctly when short motion note and long motion input holding");
}
private class WrongInputCounter
{
public const int total = 8;
private bool IsWrong;
public int Cnt
{ get; private set; }
public WrongInputCounter(bool isWrong)
{
IsWrong = isWrong;
}
public IEnumerator Count()
{
var list = new List<bool> { true, false };
foreach (var isButton in list)
foreach (var isLongNote in list)
foreach (var isLongInput in list)
{
var preset = TestPreset(isButton,
isLongNote,
0,
isLongNote ? 1 : 0);
var input = new InputGenerator(isLongInput ? "Continuing" : "Entered",
isLongInput);
yield return null;
TestInput(preset.input,
input,
IsWrong ? !isButton : isButton);
yield return null;
TestInput(preset.input,
input,
IsWrong ? !isButton : isButton);
if (preset.condition.IsWrongInput(preset.note))
++Cnt;
}
}
private NoteConditionPreset TestPreset(bool isbutton, bool islong, float start, float end = 0, bool activated = false)
{
var preset = new NoteConditionPreset();
var notemaker = new NoteMaker();
if (islong)
{
notemaker.Make(isbutton ? "AA" : "JS",
isbutton ? "LBT" : "LMO",
start);
preset.note = notemaker.Make(isbutton ? "AA" : "JS",
isbutton ? "LBT" : "LMO",
end);
}
else
preset.note = notemaker.Make(isbutton ? "AA" : "CP",
isbutton ? "SBT" : "SMO",
start);
preset.note.Activated = activated;
var obj = new GameObject();
preset.input = obj.AddComponent<InputManager>();
preset.condition = new NoteCondition(preset.input);
return preset;
}
private void TestInput(InputManager manager, InputGenerator input, bool isButton)
{
if (isButton)
manager.IsButtonDown = input.Button;
else
manager.CurrentMotionState = input.Motion;
}
private class NoteConditionPreset
{
public Note note;
public InputManager input;
public NoteCondition condition;
}
private class InputGenerator
{
private bool IsFirst;
private bool IsLong;
private string Status;
public bool Button
{
get
{
if (IsFirst)
return Status == "Entered" ||
Status == "Continuing";
IsFirst = true;
return Status == "Stopped" ||
Status == "Continuing";
}
}
public MotionState Motion
{
get
{
if (IsFirst)
{
if (IsLong)
return Status == "Entered" ||
Status == "Continuing" ?
MotionState.JESUS :
MotionState.UNKNOWN;
return Status == "Entered" ?
MotionState.CLAP_DONE :
MotionState.UNKNOWN;
}
IsFirst = true;
if (IsLong)
return Status == "Stopped" ||
Status == "Continuing" ?
MotionState.JESUS :
MotionState.UNKNOWN;
return MotionState.CLAP_PREPARE;
}
}
public InputGenerator(string status, bool islong)
{
Status = status;
IsLong = islong;
}
}
}
}
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