private void FindPath(Vector3 startPosition, Vector3 targetPosition)
    {
        Node startNode  = grid.ConvertToGridPosition(startPosition);
        Node targetNode = grid.ConvertToGridPosition(targetPosition);

        List <Node> openList   = new List <Node>();
        List <Node> closedList = new List <Node>();

        openList.Add(startNode);

        while (openList.Count > 0 && !closedList.Contains(targetNode))
        {
            Node currentNode = openList[0];
            for (int i = 1; i < openList.Count; i++)
            {
                if (openList[i].weight <= currentNode.weight)
                {
                    currentNode = openList[i];
                }
            }

            openList.Remove(currentNode);
            closedList.Add(currentNode);

            if (currentNode == targetNode)
            {
                RetracePath(startNode, targetNode);
                return;
            }

            foreach (Node connectedNodes in currentNode.connections)
            {
                if (!connectedNodes.nodeBlocked || closedList.Contains(connectedNodes))
                {
                    //Do Nothing
                    continue;
                }

                int newWeightForConnection = currentNode.weight + GetDistance(currentNode, connectedNodes);

                if (newWeightForConnection < connectedNodes.weight && !openList.Contains(connectedNodes))
                {
                    connectedNodes.weight = newWeightForConnection;
                    connectedNodes.parent = currentNode;

                    if (!openList.Contains(connectedNodes))
                    {
                        openList.Add(connectedNodes);
                    }
                }
            }
        }
    }
    private void SetWall()
    {
        RaycastHit hitInfo;
        //Place an obstacle
        Ray intoScreen = Camera.main.ScreenPointToRay(Input.mousePosition);

        if (Physics.Raycast(intoScreen, out hitInfo, 1000000, floorOnly) && numWallsCanPlace > 0 && playerTurn)
        {
            Node newWall = grid.ConvertToGridPosition(new Vector3(hitInfo.point.x, 0, hitInfo.point.z));
            if (newWall.nodeBlocked == false)
            {
                wallPlaceholder = Instantiate(wall);
                wallPlaceholder.transform.position = newWall.nodePosition;
                grid.checkWall = true;
                numWallsCanPlace--;
            }
        }
    }
    private void FindPath(Vector3 startPosition, Vector3 targetPosition)
    {
        Node startNode  = grid.ConvertToGridPosition(startPosition);
        Node targetNode = grid.ConvertToGridPosition(targetPosition);

        if (onlyOnce)
        {
            pathToFollow = new List <Node>();
            onlyOnce     = false;
        }

        List <Node> openList   = new List <Node>();
        List <Node> closedList = new List <Node>();

        print("The start of the open list count: " + openList.Count);
        print("The start of the closed list count: " + closedList.Count);
        openList.Add(startNode);

        while (openList.Count > 0)
        {
            Node currentNode = openList[0];
            for (int i = 1; i < openList.Count; i++)
            {
                if (openList[i].weight <= currentNode.weight)
                {
                    currentNode = openList[i];
                }
            }

            openList.Remove(currentNode);
            closedList.Add(currentNode);
            grid.checkClosed = closedList;

            if (currentNode == targetNode)
            {
                RetracePath(startNode, targetNode);
                return;
            }

            foreach (Node connectedNodes in currentNode.connections)
            {
                if (closedList.Contains(connectedNodes))
                {
                    //Do Nothing
                    continue;
                }
                float oldDistance = Vector3.Distance(currentNode.nodePosition, targetNode.nodePosition);
                float newDistance = Vector3.Distance(connectedNodes.nodePosition, targetNode.nodePosition);

                if (!openList.Contains(connectedNodes))
                {
                    if (newDistance < oldDistance)
                    {
                        connectedNodes.weight = currentNode.weight;
                        connectedNodes.parent = currentNode;

                        if (!openList.Contains(connectedNodes))
                        {
                            openList.Add(connectedNodes);
                        }
                    }
                }
            }
        }
    }