public Vector3 GetPoint(float t) { return(transform.TransformPoint(Bezier.GetPointQuadratic(points[0], points[1], points[2], t))); }
public Vector3 GetVelocity(float t) { return(transform.TransformPoint(Bezier.GetFirstDerivativeQuadratic(points[0], points[1], points[2], t)) - transform.position); }