// Use this for initialization
    void Start()
    {
        ant_path = this.GetComponent <wp_path_manager>();
        ant_path.start_node_id  = 0;        // der start ist immer die base also 0;
        this.transform.position = get_wp_pos(ant_path.start_node_id);

        node_added();
    }
    // Use this for initialization
    void Start()
    {
        ant_bite_size = 0.0f;
        ant_path      = this.gameObject.GetComponent <wp_path_manager>();
        this.name     = vars.collector_ant_name;
        if (ant_state == ant_activity_state.sleep)
        {
            //invisible schalten
            model_holder.SetActive(false);
            this.transform.position = GameObject.Find(vars.sleep_pos_manager_name).GetComponent <sleep_pos_manager>().get_sleeping_pos();
        }
        else if (ant_state == ant_activity_state.walking)
        {
            model_holder.SetActive(true);
            sw_path();
        }



        //sw_path();
    }
    // Use this for initialization
    void Start()
    {
        ant_bite_size = 0.0f;
        ant_path = this.gameObject.GetComponent<wp_path_manager>();
        this.name = vars.collector_ant_name;
        if(ant_state == ant_activity_state.sleep){
            //invisible schalten
            model_holder.SetActive(false);
            this.transform.position = GameObject.Find(vars.sleep_pos_manager_name).GetComponent<sleep_pos_manager>().get_sleeping_pos();
        }else if(ant_state == ant_activity_state.walking){
            model_holder.SetActive(true);
            sw_path();
        }

        //sw_path();
    }