void init()
    {
        StartPos = Vector3.zero;
        EndPos   = Vector3.up * 10;
        Vector3 diffvector = EndPos - StartPos;
        Vector3 diff       = diffvector / MaxNodeNum;

        StripLength = diffvector.magnitude;
        //Debug.Log(StripLength);
        Vector3 lastpos = StartPos;

        nodes = new List <StripNode>();
        float l     = (EndPos - StartPos).magnitude;
        float diffl = l / (float)(MaxNodeNum - 1);

        for (int i = 0; i < MaxNodeNum; i++)//分10段,有11个节点
        {
            StripNode tempnode = new StripNode();
            tempnode.gameObject = StripUtils.CreatStripNode(i.ToString());
            tempnode.Pos        = lastpos;
            lastpos            += diff;
            tempnode.Width      = StripUtils.GetWidth(i * diffl, l);
            nodes.Add(tempnode);
        }
    }
 // Update is called once per frame
 IEnumerator myUpdate()
 {
     while (x < 1.1f)
     {
         this.transform.position = mylerp(Vector3.zero, tarpos, StripUtils.getInterpolation(x));
         Debug.Log(x);
         Debug.Log(StripUtils.getInterpolation(x));
         x += 0.01f;
         yield return(new WaitForSeconds(1));
     }
 }
    private IEnumerator BackToOrigin()
    {
        float   curtime     = 0.0f;
        float   springinput = 0.0f;
        Vector3 tmpPos      = this.pos;

        //while (Vector3.Distance(this.oriPos,this.pos) >= backDelta)
        while (springinput < 1 && curtime < coroutineBreakTime)
        {
            curtime += Time.deltaTime;
            float w = StripUtils.getInterpolation(springinput);
            this.Pos     = StripUtils.mylerp(tmpPos, this.oriPos, w);
            springinput += 0.009f;
            yield return(new WaitForEndOfFrame());
        }
        this.pos = this.oriPos;
    }