/// <summary>
        /// Removes vertices from the provided vertex sequence. This will scan round all vertices in the contour
        /// and if the vector to and from each vertex to its neighbours is the same (i.e. 3 vertices are in a straight
        /// line), then the center vertex is culled. Reducing the amount of vertices in the contour but retaining the shape.
        /// </summary>
        /// <param name="vs">The vertex sequence to cull vertices from.</param>
        private void RemoveVertices(VertexSequence vs)
        {
            int count = 0;

            for (int i = 0; i < vs.Count; i++)
            {
                Vector2 a = vs[i - 1];
                Vector2 b = vs[i];
                Vector2 c = vs[i + 1];

                //Remove b if its the same X or same Y as a and c
                bool abX = UnityEngine.Mathf.Approximately(a.x, b.x);
                bool bcX = UnityEngine.Mathf.Approximately(b.x, c.x);
                bool abY = UnityEngine.Mathf.Approximately(a.y, b.y);
                bool bcY = UnityEngine.Mathf.Approximately(b.y, c.y);
                if ((abX && bcX) || (abY && bcY))
                {
                    count++;
                    vs.Remove(b);
                    i--;
                }
            }
        }