/// <summary>
        /// Interpolate an array of Vector3 values
        /// </summary>
        /// <param name="tweenArr">Array of values</param>
        /// <param name="lerp"> lerp will likely be a ~0-1 value from AnimationCurve.Evaluate</param>
        /// <returns></returns>
        protected Vector3 LerpParameter(Vector3[] tweenArr, float lerp)
        {
            if ((useCurve && interpolationCurve.postWrapMode == WrapMode.Clamp) || (!useCurve && interpolation.nonCurveLoopMode == ProgramaticInterpolation.TweenLoopMode.Clamp))
            {
                //We don't want random changing ever in this case
                if (currentLoop == 0)
                {
                    SetRandom(tweenArr.Length);
                }
            }
            else
            {
                SetRandom(tweenArr.Length);
            }

            Vector3 scaleArrayLerp;

            if (tweenArr.Length == 2)
            {
                if (doRandomOffset)
                {
                    if ((useCurve && interpolation.interpolation.postWrapMode == WrapMode.PingPong) || (!useCurve && interpolation.nonCurveLoopMode == ProgramaticInterpolation.TweenLoopMode.PingPong))
                    {
                        if (currentLoop == 0)
                        {
                            randomValue = MathS.Vector3LerpUnclamped(newRandomOffsets[0], newRandomOffsets[1], lerp);
                        }
                        else if (currentLoop % 2 == 1)
                        {
                            randomValue = MathS.Vector3LerpUnclamped(newRandomOffsets[0], oldRandomOffsets[1], lerp);
                        }
                        else
                        {
                            randomValue = MathS.Vector3LerpUnclamped(oldRandomOffsets[0], newRandomOffsets[1], lerp);
                        }
                    }
                    else
                    {
                        // if (!useCurve && interpolation.nonCurveLoopMode == ProgramaticInterpolation.TweenLoopMode.Continuous) {
                        if (currentLoop == 0)
                        {
                            randomValue = MathS.Vector3LerpUnclamped(newRandomOffsets[0], newRandomOffsets[1], lerp);
                        }
                        else
                        {
                            randomValue = MathS.Vector3LerpUnclamped(oldRandomOffsets[0], newRandomOffsets[1], lerp % 1);
                        }
                    }
                    //else {
                    //	randomValue = MathS.Vector3LerpUnclamped(oldRandomOffsets[0], newRandomOffsets[1],lerp);
                    //}

                    //randomValue = MathS.Vector3LerpUnclamped(newRandomOffsets[0], newRandomOffsets[1], lerp);
                    //
                    //MathS.Vector3Lerp(MathS.Vector3LerpUnclamped(randomOffsets[0], randomOffsets[1], lerp),
                    //MathS.Vector3LerpUnclamped(newRandomOffsets[0], newRandomOffsets[1], lerp), count / timeSettings.time % 1);
                }
                scaleArrayLerp = MathS.Vector3LerpUnclamped(tweenArr[0], tweenArr[1], lerp) + randomValue;
            }
            else
            {
                scaleArrayLerp = LerpVector3Array(tweenArr, oldRandomOffsets, newRandomOffsets, lerp, count / time % 1);
            }

            if (EndIsRelativeOffsetFromStart && startRelative)
            {
                scaleArrayLerp = GetRelative(scaleArrayLerp, lerp);
            }
            else if (EndIsRelativeOffsetFromStart)
            {
                scaleArrayLerp = GetEndRelative(scaleArrayLerp, lerp);               //+initial;//Vector3.Scale(scaleArrayLerp,initial);
            }
            else if (this.startRelative)
            {
                scaleArrayLerp = GetStartRelative(scaleArrayLerp, lerp);               //MathS.Vector3Lerp(initial,scaleArrayLerp,lerp);
            }

            return(scaleArrayLerp);
        }
        protected Color SetSaturation(Color inCol, float lerp)
        {
            var colorLum = Vector3.Dot(new Vector3(0.22f, 0.707f, 0.071f), new Vector3(inCol.r, inCol.g, inCol.b));

            return(MathS.ColorLerpUnclamped(new Color(colorLum, colorLum, colorLum, inCol.a), inCol, lerp));
        }