// Use this for initialization
	void Start () {
		gameObject.tag = "Player";
        GetComponent<Renderer>().shadowCastingMode = UnityEngine.Rendering.ShadowCastingMode.On;
        GetComponent<Renderer> ().receiveShadows = true;
		controller = gameObject.GetComponent<CharacterController> ();
		gameCon = gameObject.GetComponent<SB_GameController> ();
		moving = false;
		currentTile = gameCon.startTile;
		currentLoc = tileSystem.GetTile (currentTile).gameObject.transform.position;
		currentLoc.y = .75f;
		transform.position = currentLoc;
	}
 // Use this for initialization
 void Start()
 {
     GetComponent<Renderer>().shadowCastingMode = UnityEngine.Rendering.ShadowCastingMode.On;
     GetComponent<Renderer>().receiveShadows = true;
     player = GameObject.Find("SB_Player");
     tileSystem = player.GetComponent<SB_PlayerController>().tileSystem;
     startPos = tileSystem.GetTile(startTile).gameObject.transform.position;
     startPos.y = .74f;
     transform.position = startPos;
     endPos = tileSystem.GetTile(endTile).gameObject.transform.position;
     endPos.y = .74f;
     gameCon = player.GetComponent<SB_GameController>();
     seeker = GetComponent<Seeker>();
     currentPos = 0;
     controller = GetComponent<CharacterController>();
     //A* function that generates the closest path from startPos to endPos.
     seeker.StartPath(startPos, endPos, OnPathComplete);
     to = true; from = false; updatedPos = false; moved = true; isAlarmed = false;
 }