// Use this for initialization
    void Start()
    {
        if (debug) {

            AStarSearch astar = new AStarSearch(starttile, endtile);
            Debug.Log("Start!");
            int count = 0;
            foreach (IAStarNode node in astar.Route) {
                Debug.Log(string.Format("[{0}]: ",count++)+node.Position+ ", Rechable: " + astar.reachableTo(node, 2));
            }

            Debug.Log("End!");

        }
    }
    private bool reachableTest(List<Room> rooms)
    {
        //var rooms = mapgenerator.GeneratingFloor.Rooms;
        List<TileEntity> tiles = new List<TileEntity>();
        foreach (Room r in rooms)
        {
            Vector2 pos = r.CenterToInt;
            TileEntity tile = Physics2D.OverlapPoint(pos, TagList.getLayerMask(TagList.Road)).GetComponent<TileEntity>();
            tiles.Add(tile);
        }
        TileEntity start = tiles[0];
        TileEntity end = tiles[1];
        AStarSearch astar = new AStarSearch(start, end);
        bool rechable = astar.reachableTo(end, Int32.MaxValue);
        if (rechable)
        {
            for (int i = 2; i < tiles.Count; i++)
            {
                end = tiles[i];
                astar.routeRenew(end);
                rechable = rechable && astar.reachableTo(end, Int32.MaxValue);
                if (!rechable) return false;
            }

            return true;
        }
        return false;
    }