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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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@ -423,7 +423,7 @@ namespace HeavenStudio.Games
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public void OneGoCue(double beat, Color firstColor)
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{
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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, delegate {
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OneGiverAnim.DoScaledAnimationAsync("GiveIn", 0.5f);
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// dumpling
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@ -453,7 +453,7 @@ namespace HeavenStudio.Games
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public void TwoTwoCue(double beat, Color firstColor, Color secondColor)
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{
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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-0.5f, delegate {
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TwoGiverAnim.DoScaledAnimationAsync("GiveIn", 0.5f);
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// first dumpling
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@ -492,7 +492,7 @@ namespace HeavenStudio.Games
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public void ThreeGoCue(double beat, Color firstColor, Color secondColor, Color thirdColor)
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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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new BeatAction.Action(beat, delegate {
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// first in
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ThreeGiverAnim.DoScaledAnimationAsync("GiveIn", 0.5f);
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