public void FindPath(int _startX, int _startY, int _EndX, int _EndY)
    {
        Debug.Log("startPathFinding");
        Node           startNode  = squaregrid.NodeFromWorldPoint(_startX, _startY);
        Node           targetNode = squaregrid.NodeFromWorldPoint(_EndX, _EndY);
        List <Node>    openSet    = new List <Node>();
        HashSet <Node> closeSet   = new HashSet <Node>();

        openSet.Add(startNode);

        while (openSet.Count > 0)
        {
            Debug.Log("openset");
            Node currentNode = openSet[0];
            for (int i = 1; i < openSet.Count; i++)
            {
                if (openSet[i].fCost < currentNode.fCost || openSet[i].fcost == currentNode.fcost && openSet[i].hCost < currentNode.hCost)
                {
                    currentNode = openSet[i];
                }
            }
            openSet.Remove(currentNode);
            closeSet.Add(currentNode);

            if (currentNode == targetNode)
            {
                Debug.Log("end PathFind");
                RetracePath(startNode, targetNode);
                return;
            }

            foreach (Node neighbour in squaregrid.GetNeightbours(currentNode))
            {
                if (!neighbour.walkable || closeSet.Contains(neighbour))
                {
                    Debug.Log("Unwalkable");
                    continue;
                }

                int newMovementCostToNeighbour = currentNode.gCost + GetDistance(currentNode, neighbour);
                if (newMovementCostToNeighbour < neighbour.gCost || !openSet.Contains(neighbour))
                {
                    neighbour.gCost  = newMovementCostToNeighbour;
                    neighbour.hCost  = GetDistance(neighbour, targetNode);
                    neighbour.parent = currentNode;
                    Debug.Log("addneighbout to openset");
                    if (!openSet.Contains(neighbour))
                    {
                        Debug.Log("addneighbout to openset");
                        openSet.Add(neighbour);
                    }
                }
            }
        }
    }