void ShowDirection()
    {
        Vector3 point;

        Handles.color = Color.green;
        for (int i = 0; i < curve.PointNum * m_nLineSteps; i++)
        {
            point = curve.GetPoint(i / (float)(curve.PointNum * m_nLineSteps));
            Handles.DrawLine(point, point + curve.GetDirection(i / (float)(curve.PointNum * m_nLineSteps)) * m_fScaleDir);
        }
    }
    //根据进度获取点
    public Vector3 GetPoint(float t)
    {
        int i;

        if (t >= 1.0f)
        {
            t = 1.0f;
            i = PointNum - 4;
        }
        else
        {
            t *= CurveNum;
            i  = (int)t;
            t  = t - i;
            i *= 3;
        }
        return(transform.TransformPoint(TestBezierLineForStu.GetPoint(m_vPoints[i], m_vPoints[i + 1], m_vPoints[i + 2], m_vPoints[i + 3], t)));
    }