public UnityEngine.Vector2 AverageVector(FingerPropertyGetterDelegate <UnityEngine.Vector2> getProperty) { UnityEngine.Vector2 avg = UnityEngine.Vector2.zero; if (Count > 0) { for (int i = 0; i < list.Count; ++i) { avg += getProperty(list[i]); } avg /= Count; } return(avg); }
public float AverageFloat( FingerPropertyGetterDelegate<float> getProperty ) { float avg = 0; if( Count > 0 ) { foreach( Finger finger in list ) avg += getProperty( finger ); avg /= Count; } return avg; }
public Vector2 AverageVector( FingerPropertyGetterDelegate<Vector2> getProperty ) { Vector2 avg = Vector2.zero; if( Count > 0 ) { foreach( Finger finger in list ) avg += getProperty( finger ); avg /= Count; } return avg; }
public float AverageFloat(FingerPropertyGetterDelegate <float> getProperty) { float avg = 0; if (Count > 0) { for (int i = 0; i < list.Count; ++i) { avg += getProperty(list[i]); } avg /= Count; } return(avg); }