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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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@ -62,7 +62,7 @@ namespace HeavenStudio.Games.Scripts_SpaceSoccer
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if (beatToKick < Conductor.instance.songPositionInBeatsAsDouble) beatToKick = ball.nextAnimBeat;
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if (ball.state == Ball.State.HighKicked)
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{
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BeatAction.New(this.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(beatToKick - 0.5f, delegate { Kick(true, true); }),
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new BeatAction.Action(beatToKick, delegate { Toe(true); }),
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@ -71,7 +71,7 @@ namespace HeavenStudio.Games.Scripts_SpaceSoccer
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}
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else
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{
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BeatAction.New(this.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(beatToKick, delegate { KickCheck(true, false, beatToKick); }),
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});
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@ -296,7 +296,7 @@ namespace HeavenStudio.Games.Scripts_SpaceSoccer
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HighKick(hit);
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if (!player)
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{
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BeatAction.New(this.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 + ball.GetAnimLength(Ball.State.Kicked), delegate { Kick(true, true); }),
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new BeatAction.Action(beat + ball.GetAnimLength(Ball.State.Toe), delegate { Toe(true); }),
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@ -309,7 +309,7 @@ namespace HeavenStudio.Games.Scripts_SpaceSoccer
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Kick(hit);
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if (!player)
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{
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BeatAction.New(this.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 + ball.GetAnimLength(Ball.State.Kicked), delegate { KickCheck(true, false, beat + ball.GetAnimLength(Ball.State.Kicked)); }),
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});
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@ -320,7 +320,7 @@ namespace HeavenStudio.Games.Scripts_SpaceSoccer
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Kick(hit);
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if (!player)
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{
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BeatAction.New(this.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 + ball.GetAnimLength(Ball.State.Kicked), delegate { KickCheck(true, false, beat + ball.GetAnimLength(Ball.State.Kicked)); }),
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});
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