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
This commit is contained in:
minenice55
2023-09-11 18:28:04 -04:00
committed by GitHub
parent 0acaafbebd
commit 60d29f19c6
157 changed files with 49650 additions and 2194 deletions

View File

@ -297,7 +297,7 @@ namespace HeavenStudio.Games
Hair hair = Instantiate(hairBase, transform).GetComponent<Hair>();
spawnedHairs.Add(hair);
BeatAction.New(instance.gameObject, new List<BeatAction.Action>()
BeatAction.New(instance, new List<BeatAction.Action>()
{
new BeatAction.Action(beat, delegate
{
@ -322,7 +322,7 @@ namespace HeavenStudio.Games
SoundByte.PlayOneShotGame("rhythmTweezers/longAppear", beat);
LongHair hair = Instantiate(longHairBase, transform).GetComponent<LongHair>();
spawnedLongs.Add(hair);
BeatAction.New(instance.gameObject, new List<BeatAction.Action>()
BeatAction.New(instance, new List<BeatAction.Action>()
{
new BeatAction.Action(beat, delegate
{
@ -417,7 +417,7 @@ namespace HeavenStudio.Games
Tweezers spawnedTweezers = Instantiate(Tweezers, transform);
spawnedTweezers.gameObject.SetActive(true);
spawnedTweezers.Init(beat, beat + length);
BeatAction.New(instance.gameObject, new List<BeatAction.Action>()
BeatAction.New(instance, new List<BeatAction.Action>()
{
new BeatAction.Action(beat - 0.25, delegate
{