public void RunAlgorithm()
    {
        UnityEngine.Debug.LogError("Algorithm: " + algorithm);
        float max = people.GetPeople().Count;

        LockUI();
        SetFeedback("Generating paths...");
        StartCoroutine(MyCountdown(max * .01f, "Generated paths"));

        float beforeRun = (float)generalStopWatch.Elapsed.TotalSeconds;


        List <Path> paths = algorithm.FindPaths(graph, people.GetPeople());

        foreach (Path p in paths)
        {
            p.person.SetNodesPath(p.path);
            //p.path[p.path.Count-1].GetData().AddPerson(p.person);
        }

        tempAlgTime = ((float)generalStopWatch.Elapsed.TotalSeconds - beforeRun) + "s.";
    }