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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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@ -270,7 +270,7 @@ namespace HeavenStudio.Games
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AlienSpeakInactive(speakEventToCheck["spaceNum"]);
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}
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}
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BeatAction.New(gameObject, queuedSpeaks);
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BeatAction.New(this, queuedSpeaks);
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}
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public override void OnGameSwitch(double beat)
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@ -404,7 +404,7 @@ namespace HeavenStudio.Games
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ScheduleInput(beat, length + relativeBeat, InputType.STANDARD_DOWN | InputType.DIRECTION_DOWN, AlienTapping, AlienOnMiss, AlienEmpty);
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callDiagList.Add(input["dialogue"]);
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}
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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
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{
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@ -450,7 +450,7 @@ namespace HeavenStudio.Games
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MultiSound.Play(sound.ToArray());
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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 { alien.Play(animString, 0, 0); }),
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new BeatAction.Action(beat + .5f, delegate { alien.Play(animString, 0, 0); }),
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@ -512,7 +512,7 @@ namespace HeavenStudio.Games
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if (!stay)
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{
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BeatAction.New(missionControl, 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 + length, delegate { missionControl.SetActive(false); }),
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});
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