/// <summary>
        /// Transitions the GameObject to a rotation relative to its current rotation.
        /// </summary>
        /// <param name="gameObject">The GameObject to modify.</param>
        /// <param name="targetRotation">The desired offset from the GameObject's current rotation, in Euler angles.</param>
        /// <param name="duration">The duration of the transition.</param>
        /// <param name="easing">Easing function that the transition should follow.</param>
        /// <param name="cubicBezier">If using Easing.Custom, this is the cubic bezier curve that defines the easing function, in the format P0,P1,P2,P3.</param>
        public static void SetRelativeRotation(this GameObject gameObject, Vector3 targetRotation, float duration = Defaults._duration, Easing easing = Defaults._easing, string cubicBezier = Defaults._cubicBezier)
        {
            Quaternion targetQuaternionRotation = Quaternion.Euler(targetRotation);

            CrayonRouter.TweenRotation(gameObject, targetQuaternionRotation, duration, easing, false, true, cubicBezier);
        }