public PathfinderCellGraph(World world)
        {
            this.world = world;
            Console.WriteLine("Constructin world graph");

            // Construct nodes dictionary
            nodes = new Dictionary <Cell, PathfinderNode <Cell> >();

            for (int x = 0; x < world.Width; x++)
            {
                for (int y = 0; y < world.Height; y++)
                {
                    Cell cell = world.GetCellAt(x, y);
                    PathfinderNode <Cell> node = new PathfinderNode <Cell>();
                    node.data = cell;
                    nodes.Add(cell, node);
                }
            }

            // Construct edges
            int edgeCount = 0;

            foreach (Cell cell in nodes.Keys)
            {
                PathfinderNode <Cell> node = nodes[cell];

                List <PathfinderEdge <Cell> > edges = new List <PathfinderEdge <Cell> >();

                List <Cell> neighbors = cell.GetNeighbors(includeDiagonal: true);

                foreach (Cell neighbor in neighbors)
                {
                    if (neighbor == null)
                    {
                        continue;
                    }

                    if (neighbor.MovementCost > 0 && !IsClippingCorner(cell, neighbor))
                    {
                        PathfinderEdge <Cell> edge = new PathfinderEdge <Cell>();
                        edge.cost = neighbor.MovementCost;
                        edge.node = nodes[neighbor];
                        edges.Add(edge);
                        edgeCount++;
                    }
                }

                node.edges = edges.ToArray();
            }
        }
        public void UpdateCell(Cell cell, bool shouldUpdateNeighbors = true)
        {
            if (!nodes.ContainsKey(cell))
            {
                return;
            }

            PathfinderNode <Cell> node = nodes[cell];

            List <PathfinderEdge <Cell> > edges = new List <PathfinderEdge <Cell> >();

            List <Cell> neighbors = cell.GetNeighbors(includeDiagonal: true);

            foreach (Cell neighbor in neighbors)
            {
                if (neighbor == null)
                {
                    continue;
                }
                bool isTraversible = neighbor.MovementCost > 0 && !IsClippingCorner(cell, neighbor);
                if (isTraversible)
                {
                    PathfinderEdge <Cell> edge = new PathfinderEdge <Cell>();
                    edge.cost = neighbor.MovementCost;
                    edge.node = nodes[neighbor];
                    edges.Add(edge);
                }

                if (shouldUpdateNeighbors)
                {
                    UpdateCell(neighbor, false);
                }
            }

            node.edges = edges.ToArray();
        }