public Vector2 GetPosAt(float t) { if (ControlPoints.Count <= 1) { return(Vector2.zero); } return(DeCasteljau.GetBezierPointAt(ControlPointsPositions(), t)); }
public Vector2 GetPosAt(float t) { if (ControlPoints.Count <= 1) { return(Vector2.zero); } return(DeCasteljau.GetBezierPointAt(ControlPointsPositions(), t)); }