CODE
Here you will find all the code you'll need to use Easer. This includes code used to initialize it, and call easing using specific data types. These are the only methods you will need to use Easer. It's unnecessary and unrecommended to dive any deeper into the API.
EaserEases : Enum
EaserEases is an enum that is generated automatically (every time you save an ease in Easer) and by selecting Tools > Easer > Generate Eases Enum in the Unity menu bar. This will generate an enum named EaserEases containing all the different EaseTypes you've created in Easer.
Easer.cs
Easer.cs contains all the methods and events needed to use Easer at runtime.
#region Paths - Change these to move the EaserOutput files wherever you want
// The path that the Easer data object will be saved at. Must be in a Resources folder
public const string DATA_PATH = "EaserOutput/Resources";

// The filename of the Easer data object. Must end in ".asset"
public const string DATA_FILENAME = "easer_data.asset";

// The path to the generated EaserEases enum file
public const string ENUM_PATH = "EaserOutput/Enums";
#endregion

#region Initialization
// Call this in order to initialize the Easer system.
void Easer.Initialize();
#endregion

#region Easing
// Similar to Mathf.Lerp, Easer.Ease will return a value between 'from' and 'to', at 't' along 'easeType's curve.
float Easer.Ease(EaserEase easeType, float from, float to, float t);

// PingPong between two values at t on easeType's curve
float Easer.PingPong(EaserEase easeType, float from, float to, float t);
	
// Returns the Vector2 along easeType's curve, at t
Vector2 EaseVector2(EaserEase easeType, Vector2 from, Vector2 to, float t);

// Returns the Vector3 along easeType's curve, at t
Vector3 Easer.EaseVector3(EaserEase easeType, Vector3 from, Vector3 to, float t);

// Returns the Vector4 along easeType's curve, at t
Vector3 Easer.EaseVector4(EaserEase easeType, Vector4 from, Vector4 to, float t);

// Returns the Quaternion along easeType's curve, at t
Quaternion Easer.EaseQuaternion(EaserEase easeType, Quaternion from, Quaternion to, float t);

// Returns the Color along easeType's curve, at t
Color Easer.EaseColor(EaserEase easeType, Color from, Color to, float t);
#endregion