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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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@ -278,7 +278,7 @@ namespace HeavenStudio.Games
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if (GameManager.instance.currentGame != "octopusMachine") {
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OctopusMachine.queuePrepare = true;
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} else {
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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 - prepBeats, delegate {
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OctopusMachine.queuePrepare = true;
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})
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@ -415,7 +415,7 @@ namespace HeavenStudio.Games
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intervalStartBeat = beat;
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beatInterval = length;
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intervalStarted = true;
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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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PassTurn(beat + length);
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}),
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@ -445,7 +445,7 @@ namespace HeavenStudio.Games
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// thanks to ras for giving me this line of code
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// i do NOT understand how it works
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queuedInputs.Sort((s1, s2) => s1.beat.CompareTo(s2.beat));
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BeatAction.New(gameObject, queuedInputs);
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BeatAction.New(this, queuedInputs);
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}
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private void SqueezeHit(PlayerActionEvent caller, float state)
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