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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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@ -163,7 +163,7 @@ namespace HeavenStudio.Games.Scripts_FanClub
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startJumpTime = beat;
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//play anim
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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("Jump", -1, 0); }),
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new BeatAction.Action(beat + 1f, delegate { anim.Play("Land", -1, 0); }),
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@ -197,14 +197,14 @@ namespace HeavenStudio.Games.Scripts_FanClub
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DoIdolJump(beat);
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break;
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case (int) IdolAnimations.Squat:
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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("Squat0", -1, 0); }),
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new BeatAction.Action(beat + length, delegate { anim.Play("Squat1", -1, 0); }),
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});
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break;
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case (int) IdolAnimations.Wink:
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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("Wink0", -1, 0); }),
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new BeatAction.Action(beat + length, delegate { anim.Play("Wink1", -1, 0); }),
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