public override string ToString() { return(base.ToString() + "," + total_bounces + "," + player_1_bounces + "," + player_2_bounces + "," + total_misses + "," + player_1_misses + "," + player_2_misses + "," + avg_dist_missed_by + "," + bounces_per_miss + "," + percent_bounces_missed + "," + Round_Record.ListToString <float>(time_needed_on_misses) + "," + avg_time_needed_on_miss + "," + min_ball_tat + "," + paddle_width + "," + ball_radius + "," + ball_speed + "," + distance_between_players + "," + total_screen_width + "," + paddle_takes_percent_of_screen); }
public int max_num_active_enemy_bullets; // The most enemy bullets on-screen at once public override string ToString() { return(base.ToString() + "," + time_to_react_from_enemy_bullets + "," + num_invaders_hit + "," + Round_Record.ListToString <float>(time_of_invader_hit) + "," + player_missed_shots + "," + Round_Record.ListToString <float>(x_pos_of_invader_at_hit) + "," + Round_Record.ListToString <float>(x_pos_of_bullet_at_invader_hit) + "," + num_player_shots + "," + num_finished_shots + "," + paddle_width + "," + paddle_takes_percent_width_of_screen + "," + num_errors + "," + Round_Record.ListToString <float>(time_of_error) + "," + Round_Record.ListToString <float>(pos_of_player_at_error) + "," + Round_Record.ListToString <float>(pos_of_bullet_at_error) + "," + errors_per_second + "," + errors_per_danger_second + "," + expected_errors_per_second + "," + num_enemy_bullets_fired + "," + enemy_bullets_fired_per_second_rate + "," + seconds_per_enemy_bullet + "," + max_num_active_enemy_bullets + "," + bullet_speed); }
public override string ToString() { return(base.ToString() + "," + device + "," + total_bounces + "," + player_bounces + "," + wall_bounces + "," + unskilled_bounces + "," + skilled_bounces + "," + skilled_bounces_minus_misses + "," + highest_skilled_bounce_streak + "," + Round_Record.ListToString <float>(time_needed_on_skilled_bounces) + "," + avg_time_needed_on_skilled_bounces + "," + Round_Record.ListToString <float>(time_needed_on_unskilled_bounces) + "," + avg_time_needed_on_unskilled_bounces + "," + Round_Record.ListToString <float>(time_needed_on_all_bounces) + "," + avg_time_needed_on_all_bounces + "," + total_misses + "," + unskilled_misses + "," + skilled_misses + "," + avg_dist_missed_by + "," + Round_Record.ListToString <float>(all_distances_missed_by) + "," + Round_Record.ListToString <float>(paddle_positions_on_miss) + "," + Round_Record.ListToString <float>(ball_positions_on_miss) + "," + Round_Record.ListToString <float>(mouse_x_positions_on_miss) + "," + Round_Record.ListToString <float>(mouse_y_positions_on_miss) + "," + Round_Record.ListToString <float>(mouse_game_x_positions_on_miss) + "," + Round_Record.ListToString <float>(mouse_game_y_positions_on_miss) + "," + total_bounces_per_miss + "," + unskilled_bounces_per_miss + "," + skilled_bounces_per_miss + "," + percent_bounces_missed + "," + percent_skilled_bounces_missed + "," + Round_Record.ListToString <float>(time_needed_on_skilled_misses) + "," + avg_time_needed_on_skilled_miss + "," + Round_Record.ListToString <float>(time_needed_on_unskilled_misses) + "," + avg_time_needed_on_unskilled_miss + "," + Round_Record.ListToString <float>(time_needed_on_all_misses) + "," + avg_time_needed_on_all_miss + "," + min_ball_tat + "," + paddle_width + "," + ball_radius + "," + ball_speed + "," + distance_between_players + "," + paddle_takes_percent_of_screen); }
public List <Vector3> travel_path_vector = new List <Vector3>(); // Vector3s to facility linerenderer debugging public override string ToString() { return(base.ToString() + "," + device_orderings + "," + num_devices_switched + "," + device + "," + num_clicks + "," + target_move_speed + "," + target_move_direction + "," + index_of_diff + "," + index_of_perf + "," + target_width + "," + target_center.x + "," + target_center.y + "," + starting_angle_to_targ + "," + mouse_position_at_click.x + "," + mouse_position_at_click.y + "," + distance_between_click_and_targ_center + "," + start_mouse_pos.x + "," + start_mouse_pos.y + "," + distance_between_starting_mouse_and_target + "," + distance_between_middle_and_target + "," + movement_error + "," + movement_offset + "," + movement_variability + "," + task_axis_crossing + "," + target_reentry + "," + move_direction_change + "," + ortho_move_direction_change + "," + total_path_distance + "," + random_seed + "," + num_path_points + "," + Round_Record.ListToString <float>(travel_path_x) + "," + Round_Record.ListToString <float>(travel_path_y)); }