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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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@ -116,7 +116,7 @@ namespace HeavenStudio.Games.Scripts_WorkingDough
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double beat = Conductor.instance.songPositionInBeats;
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startBeat = beat;
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game.playerImpact.SetActive(true);
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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 + 0.1f, delegate { game.playerImpact.SetActive(false); }),
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});
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@ -153,7 +153,7 @@ namespace HeavenStudio.Games.Scripts_WorkingDough
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}
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bool hasGandw = false;
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if (gandw != null) hasGandw = gandw.activeSelf;
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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 + 0.9f, delegate { game.arrowSRRightPlayer.sprite = game.redArrowSprite; }),
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new BeatAction.Action(beat + 1f, delegate { game.arrowSRRightPlayer.sprite = game.whiteArrowSprite; }),
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@ -167,7 +167,7 @@ namespace HeavenStudio.Games.Scripts_WorkingDough
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double beat = Conductor.instance.songPositionInBeats;
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rightInput.Disable();
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game.playerImpact.SetActive(true);
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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 + 0.1f, delegate { game.playerImpact.SetActive(false); }),
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});
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@ -196,7 +196,7 @@ namespace HeavenStudio.Games.Scripts_WorkingDough
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currentState = State.Miss;
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startBeat = beat;
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Update();
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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 + 0.25f, delegate { game.missImpact.SetActive(true); }),
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new BeatAction.Action(beat + 0.25f, delegate { SoundByte.PlayOneShotGame("workingDough/BallMiss"); }),
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