public static float getRule04() { float a = Deviation.uR(de); burning += a; return(a * left(a)); // return a * straight (a); }
public static float getRule09() { float uDi = Distance.uN(di); float uDe = Deviation.uR(de); float a = Mathf.Min(uDi, uDe); float b = uDi * uDe; burning += b; return(b * slower(a)); }
public static float getRule04() { float uDe = Deviation.uFL(de); float uDi = Distance.uN(di); float uDf = Deviation.uR(df); float a = Mathf.Min(uDe, Mathf.Min(uDi, uDf)); float b = uDe * uDi * uDf; burning += b; return(b * Steerage.right(a)); }
public static float getRule03() { float uTimeL = LightStatus.uG(timeL); float uDe = Deviation.uR(de); float b = uTimeL * uDe; float a = Mathf.Min(uTimeL, uDe); float r1 = (a + 1f) / 3.33f; float r2 = (4f - a) / 5f; sumBurning += b; return(b * (r1 + r2) / 2f); }
public static float getRule08() { float uDi = Distance.uF(di); float uDe = Deviation.uR(de); float b = uDi * uDe; float a = 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 getRule35() { float uTimeL = LightStatus.uLR(timeL); float uDi = Distance.uM(di); float uDe = Deviation.uR(de); float b = uTimeL * uDi * uDe; float a = Mathf.Min(uTimeL, Mathf.Min(uDi, uDe)); float r1 = (0.11f + a) / 4.44f; float r2 = (2f - a) / 4f; sumBurning += b; return(b * (r1 + r2) / 2f); }
public static float getRule25() { float uTimeL = LightStatus.uLG(timeL); float uDi = Distance.uM(di); float uDe = Deviation.uR(de); float b = uTimeL * uDi * uDe; float a = Mathf.Min(uTimeL, Mathf.Min(uDi, uDe)); float r1 = (a + 1f) / 3.33f; float r2 = (4f - a) / 5f; sumBurning += b; return(b * (r1 + r2) / 2f); }