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

@ -256,7 +256,7 @@ namespace HeavenStudio.Games
}
}
BeatAction.New(gameObject, actions);
BeatAction.New(this, actions);
if (autoPassTurn)
{
@ -329,7 +329,7 @@ namespace HeavenStudio.Games
Bop(beat + length + inputBeat, 1, (int)WhoBops.Monkey, (int)WhoBops.None);
}));
}
BeatAction.New(gameObject, actions);
BeatAction.New(this, actions);
}
public void Bop(double beat, float length, int whoBops, int whoBopsAuto)
@ -338,7 +338,7 @@ namespace HeavenStudio.Games
handsGoBop = whoBopsAuto == (int)WhoBops.Player || whoBopsAuto == (int)WhoBops.Both;
for (int i = 0; i < length; i++)
{
BeatAction.New(instance.gameObject, new List<BeatAction.Action>()
BeatAction.New(instance, new List<BeatAction.Action>()
{
new BeatAction.Action(beat + i, delegate
{
@ -377,7 +377,7 @@ namespace HeavenStudio.Games
new MultiSound.Sound("tambourine/player/turnPass/note3", beat + 0.3f),
}, forcePlay: true);
happyFace.SetActive(true);
BeatAction.New(instance.gameObject, new List<BeatAction.Action>()
BeatAction.New(instance, new List<BeatAction.Action>()
{
new BeatAction.Action(beat + 1, delegate { happyFace.SetActive(false); }),
});