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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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@ -356,7 +356,7 @@ namespace HeavenStudio.Games
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float beatToJump = (float)allJumpEvents[currentJumpIndex].beat - (inJump ? 1 : 2);
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SoundByte.PlayOneShotGame("seeSaw/prepareHigh", beatToJump);
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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(beatToJump, delegate { see.SetState(inJump ? SeeSawGuy.JumpState.StartJumpIn : SeeSawGuy.JumpState.StartJump, beatToJump); see.canBop = false; })
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});
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@ -430,7 +430,7 @@ namespace HeavenStudio.Games
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}
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}));
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}
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BeatAction.New(instance.gameObject, bops);
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BeatAction.New(instance, bops);
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}
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}
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@ -496,7 +496,7 @@ namespace HeavenStudio.Games
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{
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saw.canBop = true;
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SoundByte.PlayOneShotGame("seeSaw/otherLand", beat + 4);
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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 + 3.75f, delegate { see.canBop = true; }),
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new BeatAction.Action(beat + 4, delegate { see.Land(SeeSawGuy.LandType.Normal, true); canPrepare = true;})
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@ -556,7 +556,7 @@ namespace HeavenStudio.Games
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saw.canBop = true;
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float beatLength = see.ShouldEndJumpOut() ? 4 : 3;
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SoundByte.PlayOneShotGame("seeSaw/otherLand", beat + beatLength);
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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 + beatLength - 0.25f, delegate { see.canBop = true; }),
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new BeatAction.Action(beat + beatLength, delegate { see.Land(SeeSawGuy.LandType.Normal, true); canPrepare = true;})
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@ -616,7 +616,7 @@ namespace HeavenStudio.Games
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saw.canBop = true;
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float beatLength = see.ShouldEndJumpOut() ? 3 : 2;
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SoundByte.PlayOneShotGame("seeSaw/otherLand", beat + beatLength);
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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 + beatLength - 0.25f, delegate { see.canBop = true; }),
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new BeatAction.Action(beat + beatLength, delegate { see.Land(SeeSawGuy.LandType.Normal, false); canPrepare = true; })
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@ -675,7 +675,7 @@ namespace HeavenStudio.Games
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{
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saw.canBop = true;
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SoundByte.PlayOneShotGame("seeSaw/otherLand", beat + 2);
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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 + 1.75f, delegate { see.canBop = true; }),
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new BeatAction.Action(beat + 2, delegate { see.Land(SeeSawGuy.LandType.Normal, false); canPrepare = true;})
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