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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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@ -471,7 +471,7 @@ namespace HeavenStudio.Games
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HostPressButton(inputBeat, isDpad);
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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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if (autoPassTurn)
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{
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@ -595,7 +595,7 @@ namespace HeavenStudio.Games
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),
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new BeatAction.Action(beat + length + intervalLength + timeUpBeat, delegate { if (timeUpSound && !consecutive) SoundByte.PlayOneShotGame("quizShow/timeUp"); }),
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};
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BeatAction.New(instance.gameObject, actions);
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BeatAction.New(instance, actions);
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}
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void ContesteePressButton(bool dpad)
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@ -677,7 +677,7 @@ namespace HeavenStudio.Games
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public void RevealAnswer(double beat, float length)
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{
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blackOut.SetActive(true);
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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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{
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new BeatAction.Action(beat + length, delegate
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{
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