public override float Ease(float time)
        {
            Vector2   prevPoint = Vector2.Zero;
            EasePoint usePoint  = _points[0];

            for (int i = 0; i < _points.Count; i++)
            {
                usePoint = _points[i];
                if (time <= usePoint.Point.X)
                {
                    break;
                }
                prevPoint = usePoint.Point;
            }
            float dist     = usePoint.Point.X - prevPoint.X;
            float progress = (time - prevPoint.X) / dist;

            return(MathHelper.Lerp(prevPoint.Y, usePoint.Point.Y, usePoint.Function.Ease(progress)));
        }
        public void AddPoint(Vector2 vector, EaseFunction function)
        {
            if (vector.X > 1f || vector.X < 0f)
            {
                throw new ArgumentException("X value of point is not in valid range!");
            }

            EasePoint newPoint = new EasePoint(vector, function);

            if (_points.Count == 0)
            {
                _points.Add(newPoint);
                return;
            }

            EasePoint last = _points[_points.Count - 1];

            if (last.Point.X > vector.X)
            {
                throw new ArgumentException("New point has an x value less than the previous point when it should be greater or equal");
            }

            _points.Add(newPoint);
        }