void ApplyRotateAddTargets()
{
preUpdate = transform.eulerAngles;
//calculate:
vector3s[2].x = ease(vector3s[0].x,vector3s[1].x,percentage);
vector3s[2].y = ease(vector3s[0].y,vector3s[1].y,percentage);
vector3s[2].z = ease(vector3s[0].z,vector3s[1].z,percentage);
//apply:
transform.Rotate(vector3s[2]-vector3s[3],space);
//record:
vector3s[3]=vector3s[2];
//need physics?
postUpdate=transform.eulerAngles;
if(physics){
transform.eulerAngles=preUpdate;
rigidbody.MoveRotation(Quaternion.Euler(postUpdate));
}
}