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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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@ -175,7 +175,7 @@ namespace HeavenStudio.Games
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{
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if (beat >= startBlippingBeat) {
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double tempBeat = ((beat % 1 == 0.5) ? Mathf.Floor((float)beat) : Mathf.Round((float)beat)) + (startBlippingBeat % 1);
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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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new BeatAction.Action(tempBeat, delegate { man.RecursiveBlipping(tempBeat); })
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});
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startBlippingBeat = double.MaxValue;
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@ -223,7 +223,7 @@ namespace HeavenStudio.Games
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if (stopBlipping) instance.stopBlipping = true;
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if (playDing) SoundByte.PlayOneShotGame("mrUpbeat/ding", beat: beat, forcePlay: true);
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if (applause) SoundByte.PlayOneShot("applause", beat: beat);
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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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new BeatAction.Action(beat + 0.5, delegate {
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instance.stopStepping = false;
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instance.stopBlipping = false;
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@ -255,7 +255,7 @@ namespace HeavenStudio.Games
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metronomeAnim.DoScaledAnimationAsync("MetronomeGo" + dir, 0.5f);
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SoundByte.PlayOneShotGame("mrUpbeat/metronome" + dir);
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ScheduleInput(beat, 0.5f, InputType.STANDARD_DOWN, Success, Miss, Nothing);
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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 + 1, delegate { RecursiveStepping(beat + 1); })
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});
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stepIterate++;
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@ -274,7 +274,7 @@ namespace HeavenStudio.Games
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stepIterate++;
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}));
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}
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BeatAction.New(gameObject, actions);
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BeatAction.New(this, actions);
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}
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public static void Blipping(double beat, float length)
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