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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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@ -204,7 +204,7 @@ namespace HeavenStudio.Games
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}
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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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}
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@ -218,7 +218,7 @@ namespace HeavenStudio.Games
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new MultiSound.Sound("pajamaParty/three3", beat + 2f),
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});
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BeatAction.New(Bed, 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(
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beat,
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@ -265,7 +265,7 @@ namespace HeavenStudio.Games
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new MultiSound.Sound("pajamaParty/five5", beat + 2f)
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});
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BeatAction.New(Bed, 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 { JumpRow(4, beat); }),
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new BeatAction.Action( beat + 0.5f, delegate { JumpRow(3, beat + 0.5f, 2); }),
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@ -293,7 +293,7 @@ namespace HeavenStudio.Games
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if (doSound)
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PlayThrowSequenceSound(beat);
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BeatAction.New(Mako.Player, new List<BeatAction.Action>()
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BeatAction.New(Mako, new List<BeatAction.Action>()
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{
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new BeatAction.Action(beat + 2f, delegate { MonkeyCharge(beat + 2f); } ),
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new BeatAction.Action(beat + 3f, delegate { MonkeyThrow(beat + 3f); } ),
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@ -358,7 +358,7 @@ namespace HeavenStudio.Games
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}
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if (action == 1) return;
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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(deslumber, delegate {
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Mako.anim.DoScaledAnimationAsync("MakoAwake", 0.5f);
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SoundByte.PlayOneShotGame("pajamaParty/siestaDone");
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