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

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