public AnimationCurve sp;
private float x;//带入曲线x+=Time.deltaTime/psTime
public float pstime;//越大移动“y”(sp.Evaluate(x))增长越慢

if (Input.GetKey(KeyCode.L))
    {
    x += Time.deltaTime / pstime;
    transform.position = Vector3.Lerp(transform.position, Vector3.up * 5, sp.Evaluate(x));
        //Lerp(a,b,f)---f:0~1, 0时返回a,1时返回b,0.5时返回a,b中间值
    }
    else x = 0;