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 }