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."; }