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
This commit is contained in:
minenice55
2023-09-11 18:28:04 -04:00
committed by GitHub
parent 0acaafbebd
commit 60d29f19c6
157 changed files with 49650 additions and 2194 deletions

View File

@ -171,7 +171,7 @@ namespace HeavenStudio.Games
startBeat = inactiveStart + (stepsPassed * 2f);
// Cue the marching proper to begin when applicable.
BeatAction.New(gameObject, new List<BeatAction.Action>()
BeatAction.New(this, new List<BeatAction.Action>()
{
new BeatAction.Action(startBeat - 0.25f, delegate { StartMarching(startBeat); })
});

View File

@ -279,7 +279,7 @@ namespace HeavenStudio.Games.Scripts_CropStomp
if (!isMole)
{
BeatAction.New(gameObject, new List<BeatAction.Action>()
BeatAction.New(this, new List<BeatAction.Action>()
{
new BeatAction.Action(pickedBeat + 0.5f, delegate { veggieSprite.sortingOrder = -1; }),
new BeatAction.Action(pickedBeat + pickTime, delegate { GameObject.Destroy(gameObject); })
@ -291,7 +291,7 @@ namespace HeavenStudio.Games.Scripts_CropStomp
}
else
{
BeatAction.New(gameObject, new List<BeatAction.Action>()
BeatAction.New(this, new List<BeatAction.Action>()
{
new BeatAction.Action(pickedBeat + pickTime, delegate { GameObject.Destroy(gameObject); })
});