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