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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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@ -143,7 +143,7 @@ namespace HeavenStudio.Games.Scripts_Splashdown
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{
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anim.Play("Idle", 0, 0);
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SetState(MovementState.JumpIntoWater, beat);
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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 + 0.75, delegate
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{
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@ -171,7 +171,7 @@ namespace HeavenStudio.Games.Scripts_Splashdown
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{
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anim.DoScaledAnimationAsync(missed ? "DolphinMiss" : "Dolphin", 0.5f);
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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 + 1.75, delegate { Instantiate(splashPrefab, splashHolder).Init("BigSplash"); }),
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new BeatAction.Action(beat + 2, delegate
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