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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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@ -158,7 +158,7 @@ namespace HeavenStudio.Games
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{
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playerInstance.shouldBop = (autoBop || doesBop);
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if (!autoBop && doesBop) {
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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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new BeatAction.Action(beat + length, delegate {
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playerInstance.shouldBop = false;
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})
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@ -199,7 +199,7 @@ namespace HeavenStudio.Games.Scripts_ForkLifter
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private void Miss(PlayerActionEvent caller)
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{
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SoundByte.PlayOneShot("forkLifter/disappointed");
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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+ 2.45f, delegate {
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Destroy(this.gameObject);
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