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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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@ -374,7 +374,7 @@ namespace HeavenStudio.Games
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{
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for (int i = 0; i < length; i++)
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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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{
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new BeatAction.Action(beat + i, delegate
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{
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@ -500,7 +500,7 @@ namespace HeavenStudio.Games
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{
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if (speedChange == RallySpeed.Fast)
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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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{
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new BeatAction.Action(beat + 2f, delegate { Serve(beat + 2f, RallySpeed.Fast); })
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});
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@ -538,7 +538,7 @@ namespace HeavenStudio.Games
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double beatToSpawn = beat + i;
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servesToPerform.Add( new BeatAction.Action(beatToSpawn, delegate { Serve(beatToSpawn, RallySpeed.SuperFast); }) );
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}
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BeatAction.New(gameObject, servesToPerform);
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BeatAction.New(this, servesToPerform);
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}
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}
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}
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