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Timekeeping Improvements and Small Optimizations (#544)
* make BeatActions coroutines instead of componentrs * pooled scheduled sounds implement S' entity seek * remove debug prints from last two changes * implement absolute time tracking implement DSP time resyncing * optimize GameManager * update TMPro * update IDE packages * fix dsp sync making the drift worse * fix issue with the JSL dll * relocate debug print * make scheduled pitch setter functional * any cpu
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@ -73,7 +73,7 @@ namespace HeavenStudio.Games.Scripts_BuiltToScaleDS
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}, forcePlay: true
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);
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BeatAction.New(this.gameObject, new List<BeatAction.Action>()
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BeatAction.New(this, new List<BeatAction.Action>()
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{
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new BeatAction.Action(sinkBeat, delegate { moving = false; }),
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});
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@ -343,7 +343,7 @@ namespace HeavenStudio.Games
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}
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}));
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}
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BeatAction.New(instance.gameObject, actions);
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BeatAction.New(instance, actions);
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}
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if (!autoLights && !shouldLights)
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{
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@ -470,7 +470,7 @@ namespace HeavenStudio.Games
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public void MultiplePiano(double beat, float length, bool silent, int note1, int note2, int note3, int note4, int note5, int note6)
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{
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if (silent) return;
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BeatAction.New(instance.gameObject, new List<BeatAction.Action>()
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BeatAction.New(instance, new List<BeatAction.Action>()
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{
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new BeatAction.Action(beat, delegate { PlayPiano(beat, length, note1); }),
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new BeatAction.Action(beat + length, delegate { PlayPiano(beat + length, length, note2); }),
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