public static float getRule03() { float a = Deviation.uM(de); burning += a; return(a * straight(a)); //return a * hardRight (a); }
public static float getRule08() { float uDi = Distance.uN(di); float uDe = Deviation.uM(de); float a = Mathf.Min(uDi, uDe); float b = uDi * uDe; burning += b; return(b * slower(a)); }
public static float getRule03() { float uDe = Deviation.uFL(de); float uDi = Distance.uN(di); float uDf = Deviation.uM(df); float a = Mathf.Min(uDe, Mathf.Min(uDi, uDf)); float b = uDe * uDi * uDf; burning += b; return(b * Steerage.straight(a)); }
public static float getRule06() { float uDi = Distance.uF(di); float uDe = Deviation.uM(de); float b = uDi * uDe; float a = Mathf.Min(uDi, uDe); float r1 = (3.5f + a) / 5f; float r2 = 1f; sumBurning += b; return(b * (r1 + r2) / 2f); }
public static float getRule01() { float uTimeL = LightStatus.uG(timeL); float uDe = Deviation.uM(de); float b = uTimeL * uDe; float a = Mathf.Min(uTimeL, uDe); float r1 = (a + 3.5f) / 5f; float r2 = 1f; sumBurning += b; return(b * (r1 + r2) / 2f); }
public static float getRule33() { float uTimeL = LightStatus.uLR(timeL); float uDi = Distance.uM(di); float uDe = Deviation.uM(de); float b = uTimeL * uDi * uDe; float a = Mathf.Min(uTimeL, Mathf.Min(uDi, uDe)); float r1 = (1f + a) / 3.33f; float r2 = (4f - a) / 5f; sumBurning += b; return(b * (r1 + r2) / 2f); }
public static float getRule28() { float uTimeL = LightStatus.uLG(timeL); float uDi = Distance.uN(di); float uDe = Deviation.uM(de); float b = uTimeL * uDi * uDe; float a = Mathf.Min(uTimeL, Mathf.Min(uDi, uDe)); float r1 = (a + 0.11f) / 4.44f; float r2 = (2f - a) / 4f; sumBurning += b; return(b * (r1 + r2) / 2f); }