private void Update() { Progress += (m_speedNorm * Time.deltaTime); Progress %= 1f; float2 pos = Spline.Get2DPointWorld(Progress); transform.position = new Vector3(pos.x, pos.y, 0f); }
/// <summary> /// Renders points along the spline to demonstrate possible point bunching along the splines length /// </summary> /// <param name="quantity">amount of points to render</param> /// <param name="spline">spline to render on</param> protected static void RenderIntermediateSplinePoints(float quantity, ISpline2D spline) { Handles.color = Color.red; const float multiplier = 0.3f; for (int i = 0; i <= quantity; i++) { float progress = i == 0 ? 0f : i / (quantity - 1f); HandleDrawPlus(spline.Get2DPointWorld(progress), multiplier); } }