//***************************************
 //      ContinueGesture
 //
 //      use:            Update min and max x and y values for
 //                      the current gesture being recorded
 //                      and add the new point to the list.
 //                      Called while player holds input down.
 private void ContinueGesture()
 {
     currentPoint.SetX(Input.mousePosition.x - startPoint.GetX());
     currentPoint.SetY(Input.mousePosition.y - startPoint.GetY());
     currentPointList.Add(new TwoDPoint(currentPoint.GetX(), currentPoint.GetY()));
     if (currentPoint.GetX() > currentGesture.GetMaxX())
     {
         currentGesture.SetMaxX(currentPoint.GetX());
     }
     if (currentPoint.GetX() < currentGesture.GetMinX())
     {
         currentGesture.SetMinX(currentPoint.GetX());
     }
     if (currentPoint.GetY() > currentGesture.GetMaxY())
     {
         currentGesture.SetMaxY(currentPoint.GetY());
     }
     if (currentPoint.GetY() < currentGesture.GetMinY())
     {
         currentGesture.SetMinY(currentPoint.GetY());
     }
     if (limitSamples && currentPointList.Count >= maxPointsAllowed)
     {
         gestureComplete = true;
         Debug.Log(message: "Gesture Complete!");
     }
 }
 //***************************************
 //      StartGesture
 //
 //      use:            Set up recording of gesture by
 //                      setting the start point and control bool.
 //                      Called when player first clicks.
 private void StartGesture()
 {
     Debug.Log("gesture started");
     startPoint.SetX(Input.mousePosition.x);
     startPoint.SetY(Input.mousePosition.y);
     gestureComplete = false;
 }