Unity 贝塞尔曲线实现抛物线运动

/// 0到1的值,0获取曲线的起点,1获得曲线的终点
/// 曲线的起始位置
/// 决定曲线形状的控制点
/// 曲线的终点
public static Vector3 GetBezierPoint(float t, Vector3 start, Vector3 center, Vector3 end)
{
    return (1 - t) * (1 - t) * start + 2 * t * (1 - t) * center + t * t * end;
}

private Vector3[] _path;

///移动到指定位置
public void Move(Transform startTrans, Transform endTrans,float height = 5, int resolution = 10)
    {
        Vector3 startPoint = startTrans.position;
        Vector3 endPoint = endTrans.position;
        Vector3 bezierControlPoint = (startPoint + endPoint) * 0.5f + (Vector3.up * height);

        _path = new Vector3[resolution];//resolution为int类型,表示要取得路径点数量,值越大,取得的路径点越多,曲线最后越平滑
        for (int i = 0; i < resolution; i++)
        {
            var t = (i + 1) / (float)resolution;//归化到0~1范围
            _path[i] = GetBezierPoint(t, startPoint, bezierControlPoint, endPoint);//使用贝塞尔曲线的公式取得t时的路径点
        }
        transform.DOPath(_path, 1f, PathType.CatmullRom).OnComplete(() => {
            Destroy(gameObject); 
        });
    }

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