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