public void Get(out Vector2 value, float time)
        {
            int index = AfterEffectsUtil.FindLargestLessEqual(_times, time);

            if (index < 0)
            {
                value = _values[0];
            }
            else if (index >= (_times.Length - 1))
            {
                value = _values[_times.Length - 1];
            }
            else             // 補間するよ
            {
                float t0  = (float)(_times[index]);
                float t1  = (float)(_times[index + 1]);
                float v0x = _values[index].x;
                float v1x = _values[index + 1].x;
                float v0y = _values[index].y;
                float v1y = _values[index + 1].y;
                float t   = (time - t0) / (t1 - t0);               //[0, 1]
                value.x = ((v1x - v0x) * t) + v0x;
                value.y = ((v1y - v0y) * t) + v0y;
            }
        }
        public bool Get(float time)
        {
            int  index = AfterEffectsUtil.FindLargestLessEqual(_times, time);
            bool ret;

            if (index < 0)
            {
                ret = _values[0];
            }
            else
            {
                ret = _values[index];
            }
            return(ret);
        }
        public float Get(float time)
        {
            int   index = AfterEffectsUtil.FindLargestLessEqual(_times, time);
            float ret;

            if (index < 0)
            {
                ret = _values[0];
            }
            else if (index >= (_times.Length - 1))
            {
                ret = _values[_times.Length - 1];
            }
            else             // 補間するよ
            {
                float t0 = (float)(_times[index]);
                float t1 = (float)(_times[index + 1]);
                float v0 = _values[index];
                float v1 = _values[index + 1];
                float t  = (time - t0) / (t1 - t0);                //[0, 1]
                ret = ((v1 - v0) * t) + v0;
            }
            return(ret);
        }