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| GameResult (int _gameID, float totalDamageP1, float totalRecoveryStateTransitionP1, float totalHitsReceivedP1, float remainingStocksP1, float totalDamageP2, float totalRecoveryStateTransitionP2, float totalHitsReceivedP2, float remainingStocksP2, float totalGameLength, string loser) |
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| GameResult () |
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float | evaluate () |
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float | evaluateHumanGame () |
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◆ GameResult() [1/2]
GameResult.GameResult |
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int |
_gameID, |
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float |
totalDamageP1, |
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float |
totalRecoveryStateTransitionP1, |
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float |
totalHitsReceivedP1, |
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float |
remainingStocksP1, |
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float |
totalDamageP2, |
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float |
totalRecoveryStateTransitionP2, |
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float |
totalHitsReceivedP2, |
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float |
remainingStocksP2, |
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float |
totalGameLength, |
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string |
loser |
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) |
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◆ GameResult() [2/2]
GameResult.GameResult |
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◆ evaluate()
float GameResult.evaluate |
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◆ evaluateHumanGame()
float GameResult.evaluateHumanGame |
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◆ fitness
◆ gameID
◆ generationNum
int GameResult.generationNum |
◆ loser
◆ remainingStocksP1
float GameResult.remainingStocksP1 |
◆ remainingStocksP2
float GameResult.remainingStocksP2 |
◆ totalDamageP1
float GameResult.totalDamageP1 |
◆ totalDamageP2
float GameResult.totalDamageP2 |
◆ totalGameLength
float GameResult.totalGameLength |
◆ totalHitsReceivedP1
float GameResult.totalHitsReceivedP1 |
◆ totalHitsReceivedP2
float GameResult.totalHitsReceivedP2 |
◆ totalRecoveryStateTransitionP1
float GameResult.totalRecoveryStateTransitionP1 |
◆ totalRecoveryStateTransitionP2
float GameResult.totalRecoveryStateTransitionP2 |
The documentation for this class was generated from the following file:
- C:/Users/samue/OneDrive/Documents/GitHub/BrawlerAGD/Assets/GameResult.cs