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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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@ -171,7 +171,7 @@ namespace HeavenStudio.Games
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startBeat = inactiveStart + (stepsPassed * 2f);
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// Cue the marching proper to begin when applicable.
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BeatAction.New(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(startBeat - 0.25f, delegate { StartMarching(startBeat); })
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});
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@ -279,7 +279,7 @@ namespace HeavenStudio.Games.Scripts_CropStomp
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if (!isMole)
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{
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BeatAction.New(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(pickedBeat + 0.5f, delegate { veggieSprite.sortingOrder = -1; }),
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new BeatAction.Action(pickedBeat + pickTime, delegate { GameObject.Destroy(gameObject); })
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@ -291,7 +291,7 @@ namespace HeavenStudio.Games.Scripts_CropStomp
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}
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else
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{
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BeatAction.New(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(pickedBeat + pickTime, delegate { GameObject.Destroy(gameObject); })
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});
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