/// <summary>
        /// Updates the current formation to the newly recognized system gesture.
        /// </summary>
        public void UpdateFormation()
        {
            //If the player is triggering a fusion
            if (Defines.playerFusionTriggered[this.currentPlayerIndex])
            {
                //If there is a second player and that player is also in fusion mode
                if (Defines.playersGestures.Count > 1)
                {
                    //Get the index of the other player
                    PlayerIndex _otherPlayer = (this.currentPlayerIndex == PlayerIndex.One) ? PlayerIndex.Two : PlayerIndex.One;

                    //If the other player is in fusion mode and their formation isn't a Normal formation
                    if (Defines.playerFusionTriggered[_otherPlayer])
                    {
                        //Check the ID of the gesture
                        switch (currentFormationID)
                        {
                        case Defines.GESTURES.LINE:
                            currentFormationID = Defines.GESTURES.LINE_FUSION;
                            break;

                        case Defines.GESTURES.SQUARE:
                            currentFormationID = Defines.GESTURES.SQUARE_FUSION;
                            break;

                        case Defines.GESTURES.TRIANGLE:
                            currentFormationID = Defines.GESTURES.TRIANGLE_FUSION;
                            break;

                        case Defines.GESTURES.V:
                            currentFormationID = Defines.GESTURES.V_FUSION;
                            break;
                        }
                        currentFusionFormation = fusionFormationList[currentFormationID];

                        //Set the current formation to the fusion formation for this player
                        currentFormation = currentFusionFormation.playerFormationList[currentPlayerIndex];
                        //Set up the formation manager for a fusion formation.
                        this.StartFusionMode();
                    }
                }
                //Otherwise we need a single-player fusion mode.
                else if (Defines.playersGestures.Count == 1)
                {
                    //TODO: Implement single-player fusion triggering.
                }
            }
            //Otherwise, we're not triggering a fusion,
            //  so just find the regular formation
            else
            {
                currentFormation = formationList[currentFormationID];
            }

            //Set ID to remember gesture
            previousFormationID = currentFormationID;
        }
        /// <summary>
        /// Updates the current formation to the newly recognized system gesture.
        /// </summary>
        public void UpdateFormation()
        {
            //If the player is triggering a fusion
            if (Defines.playerFusionTriggered[this.currentPlayerIndex])
            {
                //If there is a second player and that player is also in fusion mode
                if (Defines.playersGestures.Count > 1)
                {
                    //Get the index of the other player
                    PlayerIndex _otherPlayer = (this.currentPlayerIndex == PlayerIndex.One) ? PlayerIndex.Two : PlayerIndex.One;

                    //If the other player is in fusion mode and their formation isn't a Normal formation
                    if (Defines.playerFusionTriggered[_otherPlayer])
                    {
                        //Check the ID of the gesture
                        switch (currentFormationID)
                        {
                            case Defines.GESTURES.LINE:
                                currentFormationID = Defines.GESTURES.LINE_FUSION;
                                break;
                            case Defines.GESTURES.SQUARE:
                                currentFormationID = Defines.GESTURES.SQUARE_FUSION;
                                break;
                            case Defines.GESTURES.TRIANGLE:
                                currentFormationID = Defines.GESTURES.TRIANGLE_FUSION;
                                break;
                            case Defines.GESTURES.V:
                                currentFormationID = Defines.GESTURES.V_FUSION;
                                break;
                        }
                        currentFusionFormation = fusionFormationList[currentFormationID];

                        //Set the current formation to the fusion formation for this player
                        currentFormation = currentFusionFormation.playerFormationList[currentPlayerIndex];
                        //Set up the formation manager for a fusion formation.
                        this.StartFusionMode();
                    }

                }
                //Otherwise we need a single-player fusion mode.
                else if (Defines.playersGestures.Count == 1)
                {
                    //TODO: Implement single-player fusion triggering.
                }

            }
            //Otherwise, we're not triggering a fusion,
            //  so just find the regular formation
            else
                currentFormation = formationList[currentFormationID];

            //Set ID to remember gesture
            previousFormationID = currentFormationID;
        }