// Debug stuff goes here; comment out when not needed
    private void Update()
    {
        if (Input.GetKeyDown(KeyCode.G))
        {
            float[] random = new float[100];
            for (int i = 0; i < random.Length; i++)
            {
                random[i] = ExtraRandom.RandomGauss(25000, (float)25000 / 3);
            }
            Debug.Log(DistributionGen.Debug.ProbToString(random));
        }

        //if (Input.GetKeyDown(KeyCode.LeftBracket)) {
        //    _schoolMgr.IncrementSchools(-1);
        //    _schoolMgr.PrintDebugString();
        //}

        //if (Input.GetKeyDown(KeyCode.RightBracket)) {
        //    _schoolMgr.IncrementSchools(1);
        //    _schoolMgr.PrintDebugString();
        //}

        //if (Input.GetKeyDown(KeyCode.Comma)) {
        //    _schoolMgr.IncrementClassrooms(-1);
        //    _schoolMgr.PrintDebugString();
        //}

        //if (Input.GetKeyDown(KeyCode.Period)) {
        //    _schoolMgr.IncrementClassrooms(1);
        //    _schoolMgr.PrintDebugString();
        //}

        //if (Input.GetKeyDown(KeyCode.Return)) {
        //    // For debugging, use the 4-param Generate function

        //    _resSim.Generate(_householdAffectors, _housingToTest, _occupancyToTest, 0);
        //    _resSim.PrintDebugString();

        //    _workEval.GenerateWorkforce(_resSim.PopulationBreakdown);
        //    _workEval.PrintDebugString();

        //    _commSim.Generate(_commerceAffectors, _storesToTest, _workEval.CommercialLabor, 0);
        //    _commSim.PrintDebugString();

        //    //int[] students = SimulatorAssistant.Education.K14Students(_resSim.PopulationBreakdown);
        //    //_eduSim.GenerateEducation(students, _schoolCount, _classroomSize);
        //    //_eduSim.PrintDebugString();

        //    //_clsMgr.Classrooms = 30;
        //    //_clsMgr.ClassroomSize = 24;
        //    //int students = _resSim.PopulationBreakdown.childPopulation;
        //    //_clsMgr.Generate(students);
        //    //_clsMgr.PrintDebugString();
        //}

        //if (Input.GetKeyDown(KeyCode.K)) {
        //    // For general gameplay, use the 2-param Generate function if using affectors; otherwise,
        //    // use the 1-param Generate function, using the corresponding evaluator's increment amount

        //    _resSim.Generate();
        //    _resSim.PrintDebugString();

        //    _workEval.GenerateWorkforce(_resSim.PopulationBreakdown);
        //    _workEval.PrintDebugString();

        //    _commSim.Generate(_workEval.CommercialIncrement);
        //    _commSim.PrintDebugString();
        //}

        //if (Input.GetKeyDown(KeyCode.T)) {
        //    //for (int i = 0; i < 300; i++) {
        //    //    _testMgr.Generate(i + 1, ResidentialScripts.Constants.DefaultPopulationWeights);
        //    //    _testMgr.PrintDebugString();
        //    //}
        //    _testMgr.Generate(10000, ResidentialScripts.Constants.DefaultPopulationWeights);
        //    _testMgr.PrintDebugString();
        //}

        //// To test out saves
        //if (Input.GetKeyDown(KeyCode.M)) {
        //    _resSim.DataVector = new int[][] {
        //        ExtraRandom.RandomArray( 7, 100, 1000),
        //        ExtraRandom.RandomArray( 2, 100, 1000),
        //        ExtraRandom.RandomArray( 2, 100, 1000),
        //        ExtraRandom.RandomArray(13, 100, 1000),
        //        ExtraRandom.RandomArray( 2, 100, 1000),
        //    };
        //    _resSim.PrintDebugString();
        //    _resSim.Generate();
        //    _resSim.PrintDebugString();
        //}

        if (Input.GetKeyDown(KeyCode.U))
        {
            Debug.Log(Timekeeper.DetailedDate(_ticks));
        }
    }