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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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@ -22,7 +22,7 @@ namespace HeavenStudio.Games.Scripts_DrummingPractice
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{
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game.ScheduleInput(startBeat, 1f, InputType.STANDARD_DOWN, Just, Miss, Out);
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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(startBeat+1f, delegate {
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SoundByte.PlayOneShotGame("drummingPractice/drum");
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@ -46,7 +46,7 @@ namespace HeavenStudio.Games.Scripts_DrummingPractice
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private void Miss(PlayerActionEvent caller)
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{
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game.SetFaces(2);
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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(startBeat+2f, delegate {
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game.SetFaces(0);
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@ -64,7 +64,7 @@ namespace HeavenStudio.Games.Scripts_DrummingPractice
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if (!_hit)
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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(startBeat+2f, delegate {
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game.SetFaces(0);
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