示例#1
0
    public static float getRule03()
    {
        float a = Deviation.uM(de);

        burning += a;
        return(a * straight(a));
        //return a * hardRight (a);
    }
示例#2
0
    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));
    }
示例#3
0
    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));
    }
示例#4
0
    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);
    }
示例#5
0
    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);
    }
示例#6
0
    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);
    }
示例#7
0
    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);
    }