private void CreatePath()
    {
        if (!calculated)
        {
            switch (PathGeneraor.heuristic)
            {
            case HeuristicType.Dijkstra:
            case HeuristicType.Euclidean:
                path = PathGeneraor.AlgorithmA(start, end);
                break;

            case HeuristicType.Cluster:
                path = PathGeneraor.Cluster(start, end);
                break;
            }

            calculated = true;
        }
        //for (int i = 0; i < path.Count - 1; i++)
        //{
        //    path[i].GetComponent<LineRenderer>().enabled = true;
        //    path[i].GetComponent<LineRenderer>().SetPosition(0, path[i].transform.position);
        //    path[i].GetComponent<LineRenderer>().SetPosition(1, path[i + 1].transform.position);
        //}
    }
 public void FlankIt()
 {
     if (target != null)
     {
         GameObject go = target.GetComponent <PlayerController>().fleeingNode;
         ClosestNode();
         path = PathGeneraor.Cluster(start, go);
     }
 }