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

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