mirror of
https://github.com/RHeavenStudio/HeavenStudio.git
synced 2025-06-12 08:27:40 +02:00
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:
@ -155,7 +155,7 @@ namespace HeavenStudio.Games
|
||||
bossBop = autoBop;
|
||||
if (doesBop) {
|
||||
for (int i = 0; i < length; i++) {
|
||||
BeatAction.New(instance.gameObject, new List<BeatAction.Action>() {
|
||||
BeatAction.New(instance, new List<BeatAction.Action>() {
|
||||
new BeatAction.Action(beat + i, delegate {
|
||||
if (!BossAnim.IsPlayingAnimationName("BossCall") && !BossAnim.IsPlayingAnimationName("BossSignal")) {
|
||||
BossAnim.DoScaledAnimationAsync(bossAnnoyed ? "BossMiss" : "Bop", 0.5f);
|
||||
@ -178,7 +178,7 @@ namespace HeavenStudio.Games
|
||||
SoundByte.PlayOneShotGame("meatGrinder/startSignal", beat - 1, forcePlay: true);
|
||||
|
||||
if (GameManager.instance.currentGame == "meatGrinder") {
|
||||
BeatAction.New(MeatGrinder.instance.gameObject, new List<BeatAction.Action>() {
|
||||
BeatAction.New(MeatGrinder.instance, new List<BeatAction.Action>() {
|
||||
new BeatAction.Action(beat - 1, delegate {
|
||||
MeatGrinder.instance.BossAnim.DoScaledAnimationAsync("BossSignal", 0.5f);
|
||||
}),
|
||||
@ -194,7 +194,7 @@ namespace HeavenStudio.Games
|
||||
intervalStarted = true;
|
||||
beatInterval = length;
|
||||
|
||||
BeatAction.New(gameObject, new List<BeatAction.Action>() {
|
||||
BeatAction.New(this, new List<BeatAction.Action>() {
|
||||
new BeatAction.Action(beat + length - 0.33f, delegate { PassTurn(beat); }),
|
||||
});
|
||||
}
|
||||
@ -225,7 +225,7 @@ namespace HeavenStudio.Games
|
||||
intervalStarted = false;
|
||||
foreach (var input in queuedInputs)
|
||||
{
|
||||
BeatAction.New(instance.gameObject, new List<BeatAction.Action>()
|
||||
BeatAction.New(instance, new List<BeatAction.Action>()
|
||||
{
|
||||
new BeatAction.Action(input + beatInterval , delegate {
|
||||
MeatToss Meat = Instantiate(MeatBase, gameObject.transform).GetComponent<MeatToss>();
|
||||
|
Reference in New Issue
Block a user