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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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@ -215,7 +215,7 @@ namespace HeavenStudio.Games
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}
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if (GameManager.instance.currentGame == "fireworks")
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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, delegate
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{
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@ -280,7 +280,7 @@ namespace HeavenStudio.Games
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new MultiSound.Sound("fireworks/practiceHai", beat + 2),
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}, forcePlay: true);
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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 + 1, delegate
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{
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@ -40,7 +40,7 @@ namespace HeavenStudio.Games.Scripts_Fireworks
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{
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anim.DoScaledAnimationAsync("ExplodeBomb", 0.25f);
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exploded = true;
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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 + 3f, delegate { Destroy(gameObject); })
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});
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