// 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)); } }