void Update()
    {
        if (priorityNodes.Count > 0 && !isPathfindingComplete)
        {
            for (int i = 0; i < maxNodeIterations; i++)
            {
                //Prevents this object from searching further, in order to save CPU. If there are multiple sources (enemies) this will be ignored
                if (currentNode == new Vector2(target.position.x, target.position.y))
                {
                    isPathfindingComplete = true;
                    break;
                }

                GetBestPriorityTile();

                DetermineCostOfNeighboringNodes();
            }
        }

        //Debug Start
        if (displayDebugTiles)
        {
            debugInstance.ShowDebugTiles();
        }
        //Debug End
    }