// Use this for initialization
 void Start()
 {
     target = GameObject.FindGameObjectWithTag("Player");
     gridManager = GameObject.FindGameObjectWithTag("GridManager").GetComponent<SceneGridManager>();
     CircleCollider2D collider = this.gameObject.GetComponent<CircleCollider2D>();
     gridManager.registerObject(this.gameObject, collider.transform.position.x, collider.transform.position.y, collider.radius * 2, collider.radius * 2, 5);
     rb2d = GetComponent<Rigidbody2D>();
     algorithms = this.gameObject.GetComponent<NavigationAlgorithms>();
     effectiveSpeed = speed + Random.Range(-speedRandFactor, speedRandFactor);
 }
 void Start()
 {
     gridManager = GameObject.FindGameObjectWithTag("GridManager").GetComponent<SceneGridManager>();
     BoxCollider2D collider = this.gameObject.GetComponent<BoxCollider2D>();
     gridManager.registerObject(this.gameObject, collider.transform.position.x, collider.transform.position.y, collider.size.x, collider.size.y, 5);
 }
 // Use this for initialization
 void Start()
 {
     gridManager = GameObject.FindGameObjectWithTag("GridManager").GetComponent<SceneGridManager>();
     //private Cell[] moves = {{1, 1}, {1, 0}, {1, -1}, {0, -1}, {0, 1}, {-1, -1}, {-1, 0}, {-1, 1}};
     neighbourCells[0] = new Cell { x = 1, y = 1};
     neighbourCells[1] = new Cell { x = 1, y = 0};
     neighbourCells[2] = new Cell { x = 1, y = -1};
     neighbourCells[3] = new Cell { x = 0, y = 1};
     neighbourCells[4] = new Cell { x = 0, y = -1};
     neighbourCells[5] = new Cell { x = -1, y = 1};
     neighbourCells[6] = new Cell { x = -1, y = 0};
     neighbourCells[7] = new Cell { x = -1, y = -1};
 }
 void Start()
 {
     rb2d = GetComponent<Rigidbody2D>();
     gridManager = GameObject.FindGameObjectWithTag("GridManager").GetComponent<SceneGridManager>();
     BoxCollider2D collider = this.gameObject.GetComponent<BoxCollider2D>();
     gridManager.registerPlayer(this.gameObject, collider.transform.position.x, collider.transform.position.y, collider.size.x, collider.size.y, -100);
 }