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);
 }