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https://github.com/RHeavenStudio/HeavenStudio.git
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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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@ -294,7 +294,7 @@ namespace HeavenStudio.Games
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{
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for (int i = 0; i < length; i++)
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{
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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 + i, delegate
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{
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@ -363,7 +363,7 @@ namespace HeavenStudio.Games
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}
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BeatAction.New(djYellow, new List<BeatAction.Action>()
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BeatAction.New(djYellowScript, new List<BeatAction.Action>()
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{
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new BeatAction.Action(beat, delegate
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{
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@ -422,7 +422,7 @@ namespace HeavenStudio.Games
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}
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BeatAction.New(djYellow, new List<BeatAction.Action>()
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BeatAction.New(djYellowScript, new List<BeatAction.Action>()
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{
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new BeatAction.Action(beat + 0.5f, delegate
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{
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@ -494,7 +494,7 @@ namespace HeavenStudio.Games
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});
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BeatAction.New(djYellow, new List<BeatAction.Action>()
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BeatAction.New(djYellowScript, new List<BeatAction.Action>()
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{
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new BeatAction.Action(beat, delegate { djYellow.GetComponent<Animator>().DoScaledAnimationAsync("Scratcho", 0.5f); }),
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new BeatAction.Action(beat + .5f, delegate { djYellow.GetComponent<Animator>().DoScaledAnimationAsync("Scratcho2", 0.5f); }),
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@ -206,7 +206,7 @@ namespace HeavenStudio.Games.Scripts_DJSchool
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FlashFX(false);
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swiping = true;
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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(beat, delegate { anim.Play("Swipe", 0, 0); }),
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new BeatAction.Action(beat + 4f, delegate { swiping = false; }),
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@ -226,7 +226,7 @@ namespace HeavenStudio.Games.Scripts_DJSchool
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{
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OnMissSwipeForPlayerInput(caller.timer + caller.startBeat + 1f);
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SoundByte.PlayOneShotGame("djSchool/recordSwipe");
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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(beat, delegate { anim.Play("Swipe", 0, 0); }),
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new BeatAction.Action(beat + 4f, delegate { swiping = false; }),
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@ -254,7 +254,7 @@ namespace HeavenStudio.Games.Scripts_DJSchool
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canBoo = false;
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Invoke("EnableBoo", booSound.clip.length);
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}
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BeatAction.New(game.gameObject, new List<BeatAction.Action>()
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BeatAction.New(game, new List<BeatAction.Action>()
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{
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new BeatAction.Action(caller.timer + caller.startBeat + 1f, delegate
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{
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@ -276,7 +276,7 @@ namespace HeavenStudio.Games.Scripts_DJSchool
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//swiping = false;
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mixer.audioMixer.FindSnapshot("Main").TransitionTo(.01f);
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BeatAction.New(game.gameObject, new List<BeatAction.Action>()
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BeatAction.New(game, new List<BeatAction.Action>()
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{
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new BeatAction.Action(beat, delegate
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{
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