void Start()
    {
        path = pathObject.GetComponent<NodeMovementPath>();

        //StartCoroutine( "WalkPath" );
        //set index if valid, else make valid
        if (nodeIndex < path.nodes.Count && nodeIndex >= 0) {
            currNode = path.nodes[nodeIndex];
        } else {
            if (nodeIndex < 0) {
                nodeIndex = 0;
            } else {
                nodeIndex = path.nodes.Count - 1;
            }
        }
    }
    void Start()
    {
        path = pathObject.GetComponent <NodeMovementPath>();

        //StartCoroutine( "WalkPath" );
        //set index if valid, else make valid
        if (nodeIndex < path.nodes.Count && nodeIndex >= 0)
        {
            currNode = path.nodes[nodeIndex];
        }
        else
        {
            if (nodeIndex < 0)
            {
                nodeIndex = 0;
            }
            else
            {
                nodeIndex = path.nodes.Count - 1;
            }
        }
    }
 void Awake()
 {
     nmp = (NodeMovementPath) target;
 }
 void Awake()
 {
     nmp = (NodeMovementPath)target;
 }