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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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@ -66,7 +66,7 @@ namespace HeavenStudio.Games.Scripts_TapTroupe
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public void PartyPopper(double beat)
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{
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bodyAnim.Play("PartyPopperReady", 0, 0);
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BeatAction.New(game.gameObject, new List<BeatAction.Action>()
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BeatAction.New(game, new List<BeatAction.Action>()
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{
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new BeatAction.Action(beat, delegate { bodyAnim.Play("PartyPopper", 0, 0); }),
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new BeatAction.Action(beat + 1f, delegate { bodyAnim.DoScaledAnimationAsync("PartyPopperPop", 0.25f); SoundByte.PlayOneShotGame("tapTroupe/popper"); popperEffect.Play(); }),
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