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

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