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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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@ -259,7 +259,7 @@ namespace HeavenStudio.Games
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{
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actions.Add(new BeatAction.Action(beat + i, delegate { SingleBop(); }));
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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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}
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@ -278,7 +278,7 @@ namespace HeavenStudio.Games
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public void Tap(double beat)
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{
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canBop = false;
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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, delegate
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{
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@ -308,7 +308,7 @@ namespace HeavenStudio.Games
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public void DoubleTap(double beat)
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{
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canBop = false;
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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, delegate
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{
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@ -347,7 +347,7 @@ namespace HeavenStudio.Games
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public void TripleTap(double beat)
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{
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canBop = false;
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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, delegate
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{
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@ -400,7 +400,7 @@ namespace HeavenStudio.Games
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{
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canBop = false;
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jumpStartBeat = 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, delegate
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{
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