Infinite EulerAngles

So, for the transform.eulerAngles I need it to go infinitely, so instead of going to from 360 to 0, it goes to 361 362 363 ect.
Does anyone know a way of doing this? I’ve given it a go:

using System.Collections;
using System.Collections.Generic;
using UnityEngine;

public class FixedTransform : MonoBehaviour
{
    private Vector3 lastRot;

    public Vector3 position;
    public Vector3 eulerAngles;

    void Start()
    {
        lastRot = transform.eulerAngles;
    }

    void FixedUpdate()
    {
        position = transform.position;

        /*eulerangle fixed*/
        {
            if ((transform.eulerAngles - lastRot).x > 180.0f)
            {
                eulerAngles.x += (transform.eulerAngles + lastRot).x;
            }
            else if ((transform.eulerAngles - lastRot).x < -180.0f)
            {
                eulerAngles.x -= (transform.eulerAngles + lastRot).x;
            }
            else
            {
                eulerAngles.x += (transform.eulerAngles - lastRot).x;
            }

            if ((transform.eulerAngles - lastRot).y > 180.0f)
            {
                eulerAngles.y += (transform.eulerAngles + lastRot).y;
            }
            else if ((transform.eulerAngles - lastRot).y < -180.0f)
            {
                eulerAngles.y -= (transform.eulerAngles + lastRot).y;
            }
            else
            {
                eulerAngles.y += (transform.eulerAngles - lastRot).y;
            }

            if ((transform.eulerAngles - lastRot).z > 180.0f)
            {
                eulerAngles.z += (transform.eulerAngles + lastRot).z;
            }
            else if ((transform.eulerAngles - lastRot).z < -180.0f)
            {
                eulerAngles.z -= (transform.eulerAngles + lastRot).z;
            }
            else
            {
                eulerAngles.z += (transform.eulerAngles - lastRot).z;
            }
        }

    }
}

but it just goes up and up and up

Thanks in advance!

SOLVED: went to the declaration of Mathf.LerpAngle and adapted it to what I needed