原理可以看下我转载的<贝塞尔曲线的数学原理>
下面是在理解后写的2阶三阶曲线
using UnityEngine; using System.Collections; using System.Collections.Generic; public class TestCurve : MonoBehaviour { public float Timer = 0; public float Time1 = 2f; public List<Vector3> Points = new List<Vector3>(); public List<Transform> Game_Trans; public float MoveSpeed = 2f; public GameObject Ball; int i = 0; void Awake() { ThirdOrder(); } void Update() { Timer += Time.deltaTime; if (Timer > Time1) { i++; if (i >= Points.Count - 1) i = 0; Timer = 0; Ball.transform.position = Vector3.Lerp(Points[i], Points[i + 1], 1); } } /// <summary> /// 二阶贝塞尔曲线 /// </summary> public void SecondOrder() { Points = new List<Vector3>(); for (int i = 0; i < 200; i++)//for循环计算200个点, { Vector3 v1 = Vector3.Lerp(Game_Trans[0].position, Game_Trans[1].position, i / 100f);//注意:这里差值运算时间t必须相同 Vector3 v2 = Vector3.Lerp(Game_Trans[1].position, Game_Trans[2].position, i / 100f); var find = Vector3.Lerp(v1, v2, i / 100f); Points.Add(find); } } /// <summary> /// 三阶贝塞尔曲线 /// </summary> public void ThirdOrder() { Points = new List<Vector3>(); for (int i = 0; i < 200; i++)//for循环计算200个点, { Vector3 v1 = Vector3.Lerp(Game_Trans[0].position, Game_Trans[1].position, i / 100f);//注意:这里差值运算时间t必须相同 Vector3 v2 = Vector3.Lerp(Game_Trans[1].position, Game_Trans[2].position, i / 100f); Vector3 v3 = Vector3.Lerp(Game_Trans[2].position, Game_Trans[3].position, i / 100f); var v1_1 = Vector3.Lerp(v1, v2, i / 100f); var v1_2 = Vector3.Lerp(v2, v3, i / 100f); var find = Vector3.Lerp(v1_1, v1_2, i / 100f); Points.Add(find); } } //4阶5阶同理 public void OnDrawGizmos() { ThirdOrder(); Gizmos.color = Color.yellow; for (int i = 0; i < Points.Count - 1; i++) { Gizmos.DrawLine(Points[i], Points[i + 1]); } } } 下面的代码是使用贝塞尔通用公式来实现的三阶曲线,public class DrawLineTest : MonoBehaviour { public Transform[] m_Trans; [SerializeField] public List<Vector2> m_Points; // Use this for initialization void Start() { BezierLine(200); } public void BezierLine(int _points) { m_Points = new List<Vector2>(); Vector2 pointA = cubeBezier(m_Trans[0].position, m_Trans[1].position, m_Trans[2].position, m_Trans[3].position, 0f); m_Points.Add(pointA); for(int i = 0; i < _points; i++) { var vector = cubeBezier(m_Trans[0].position, m_Trans[1].position, m_Trans[2].position, m_Trans[3].position, i / (float)_points); m_Points.Add(vector); } } int i = 0; void OnDrawGizmos() { BezierLine(200); Gizmos.color = Color.yellow; while(i < m_Points.Count - 2) { Gizmos.DrawLine(m_Points[i], m_Points[i + 1]); i++; } i = 0; } private static Vector2 cubeBezier(Vector2 s, Vector2 st, Vector2 e, Vector2 et, float t) { float num = 1f - t; return num * num * num * s + 3f * num * num * t * st + 3f * num * t * t * et + t * t * t * e; } }