List <Waypoint> path = new List <Waypoint> ();       //todo make private

        public List <Waypoint> GetPath(Transform end, CustomNavMesh cNavMesh, Waypoint currentNodePos)
        {
            startWaypoint = currentNodePos;
            endWaypoint   = TransformToWaypoint(end);
            ClearAll();
            LoadNodes(cNavMesh);
            BreathFirstSearch(cNavMesh);
            CreatePath();
            return(path);
        }
        private void BreathFirstSearch(CustomNavMesh cNavMesh)
        {
            queue.Enqueue(startWaypoint);

            while (queue.Count > 0 && isRunning)
            {
                searchCenter = queue.Dequeue();
                HaltIfEndFound();
                ExploreNeighbors(cNavMesh.canNotMovePast);
                searchCenter.isExplored = true;
            }
        }
        private void LoadNodes(CustomNavMesh cNavMesh)
        {
            var waypoints = cNavMesh.points;

            foreach (Vector2Int waypoint in waypoints)
            {
                // overlapping blocks?
                if (grid.ContainsKey(waypoint))
                {
                    Debug.LogWarning("Skipping Overlapping Block " + waypoint);
                }
                else
                {
                    // add to dictionary
                    grid.Add(waypoint, new Waypoint(waypoint));
                }
            }
        }
 // Use this for initialization
 void Start()
 {
     coll        = GetComponent <CapsuleCollider2D> ();
     tracking    = transform.position;
     player      = FindObjectOfType <PlayerController> ();
     pathfinding = GetComponent <Pathfinding> ();
     cNavMesh    = GetComponentInParent <CustomNavMesh> ();
     myRoom      = GetComponentInParent <RoomGeneration> ();
     roLo        = GetComponent <RobotLoadout> ();
     anims       = GetComponentsInChildren <Animator> ();
     if (enemyType == 0)
     {
         basic = GetComponent <BasicEnemy> ();
     }
     if (enemyType == 1)
     {
         rangeShort = GetComponent <RangeShortEnemy> ();
     }
 }