/// <summary> /// 初始化 匀速 /// </summary> public BezierPath InitAverage() { if (paths == null || paths.Count == 0) { return(this); } if (isInitAverage) { return(this); } isInitAverage = true; Init(); if (averagePath.points == null) { averagePath.points = new System.Collections.Generic.List <Vector3>(); } else { averagePath.points.Clear(); } int SmoothAmount = nodeCount * averageAccuracy; for (int i = 0; i <= SmoothAmount; i++) { float pm = (float)i / SmoothAmount; averagePath.points.Add(Get(pm)); } averagePath.Reset(); return(this); }