private Vector3 GetVelocity(float t) { int i; if (t >= 1f) { t = 1f; i = points.Length - 4; } else { t = Mathf.Clamp01(t) * CurveCount; i = (int)t; t -= i; i *= 3; } return(transform.TransformPoint(BezierUtility.GetFirstDirective( points[i], points[i + 1], points[i + 2], points[i + 3], t)) - transform.position); }
private Vector3 GetVelocity(float t) { return(transform.TransformPoint(BezierUtility.GetFirstDirective(points [0], points [1], points [2], points[3], t)) - transform.position); }