Changed some logic on the DFS algorithm for the MovePointBehavior.cs
Need to look into a few more things to have it completely finished up. Still not implemented into the GridBehavior.cs. Need to figure out a way to call it differently and not use static.

Signed-off-by: Neal Valiant <neavalia@uat.edu>
Did some refactoring to Dijkstra's and tired to figure out why the game would keep breaking. I'm still lost on that. Will come back and take a look at it. Also changed the Depth search logic to the new stuff that I had, not getting a big depth, just neighbors. Need to work on that for a little bit tomorrow. Only thing I noticed was the whole function to see if you can see another node is commented out. It was used to assign the closest node to the node asking, so this could be the reason for the path being very off for now.

Signed-off-by: Neal Valiant <neavalia@uat.edu>
Re-factored parts of Dijkstra's and changed the depth search. bugs are happening somewhere. can be the function that assigned the closest node, which is why it takes the long path.

Signed-off-by: Neal Valiant <neavalia@uat.edu>
still having problems

Signed-off-by: Neal Valiant <neavalia@uat.edu>
Merge branch 'master' of https://github.com/n3amarvalia/Game into merge-master

Conflicts:
	Assets/Scripts/Behaviors/Movement/MovePointBehavior.cs
uncommented out canSeeObject function in MovePointBehavior.cs. This could solve the pathfinding conflict.

Signed-off-by: Neal Valiant <neavalia@uat.edu>
Merge pull request #73 from n3amarvalia/master

merge 10/18