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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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@ -410,7 +410,7 @@ namespace HeavenStudio.Games
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{
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for (int i = 0; i < length; i++)
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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 + i, delegate
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{
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@ -493,7 +493,7 @@ namespace HeavenStudio.Games
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{
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if (action.beat >= gameswitchBeat) actions.Add(action);
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}
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if (actions.Count > 0) BeatAction.New(instance.gameObject, actions);
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if (actions.Count > 0) BeatAction.New(instance, actions);
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}
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public static void OffbeatSwitchSound(double beat, bool hoSound, bool sound)
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@ -556,7 +556,7 @@ namespace HeavenStudio.Games
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{
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if (action.beat >= gameswitchBeat) actions.Add(action);
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}
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if (actions.Count > 0) BeatAction.New(instance.gameObject, actions);
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if (actions.Count > 0) BeatAction.New(instance, actions);
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}
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private struct QueuedMarch
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@ -627,7 +627,7 @@ namespace HeavenStudio.Games
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}));
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ScheduleInput(stepBeat - 1, 1, InputType.STANDARD_DOWN, offBeat ? JustOff : JustOn, offBeat ? MissOff : MissOn, Nothing);
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}
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BeatAction.New(gameObject, steps);
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BeatAction.New(this, steps);
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}
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private void StartMarching(double beat, bool sound, int amount, bool visual)
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@ -636,7 +636,7 @@ namespace HeavenStudio.Games
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bool offBeat = beat % 1 != 0;
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if (visual)
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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 { ChangeBeatBackGroundColour(offBeat); })
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});
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@ -661,7 +661,7 @@ namespace HeavenStudio.Games
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bool offBeat = beat % 1 != 0;
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bool bachOnBeat = BachOnBeat(beat);
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ScheduleInput(beat - 1, 1, InputType.STANDARD_DOWN, offBeat ? JustOff : JustOn, offBeat ? MissOff : MissOn, Nothing);
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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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