We could in theory detect quite a couple of things, assuming those kind of events exist (or can be filtered, i.e. car Z > 0)
Double tap goals: Event Order: Ball Touch, Wall Touch, Ball Touch, Goal (without any ground touch or additional wall touch events in between)
Flip reset goals: Jump, at least one ball touch, flick after more than 1.5seconds (or whatever the timeout of the regular dodge after a jump is), goal
Max. Air dribbling touches: count number of ball touches , but reset if either car or ball touch the ground
Max Air dribbling time: similar to touches
Max. Ground dribbling time: time between last ball ground touch and current ground touch
This would:
require a concept which makes sure the event handlers don't eat up resources in case the player is not interested in that stat
be cool if it was supported in free play, too. Which would require extracting any event registration from the state machine since it supports custom training only. We could then decide whether or not to feed the events to the state machine based on if we are in custom training, in free play or in neither.
We could in theory detect quite a couple of things, assuming those kind of events exist (or can be filtered, i.e. car Z > 0)
This would: