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 while (true)
        {
            //if (!movement.isMoving)
            {
                parentTransform = transform.parent;
                if (parentTransform != null)
                {
                    parentObject = parentTransform.gameObject;
                }

                Cell parentCell = parentObject.GetComponent<Cell>();
                currentIndex = gridManager.cells.IndexOf(parentCell);

                Debug.Log("current Index is" + currentIndex);
                currentAvialablePath = pathfinding.FindPath(parentCell, gridManager.cells[Player.playerCellIndex], gridManager.cells);



                foreach (var item in currentAvialablePath)
                {
                    item.setColor(Color.cyan);
                }

                currentNeighbours = pathfinding.GetNeighbors(parentCell);

                if (currentNeighbours != null && currentAvialablePath != null)
                {
                    cellsToMove = currentNeighbours.Intersect(currentAvialablePath).ToList();
                }

                if (cellsToMove != null && cellsToMove.Count > 0)

                {
                    foreach (Cell item in cellsToMove)
                    {
                        item.setColor(Color.yellow);
                    }
                    if (!movement.isMoving)
                    {

                        StartCoroutine(movement.MoveToNExtCell(moveTime, this.gameObject, cellsToMove[0]));
                        //foreach (var item in cellsToMove)
                        //{

                        //    StartCoroutine(movement.MoveToNExtCell(moveTime, this.gameObject, item));

                        //    yield return new WaitForSeconds(moveTime);
                        //}
                        currentAvialablePath.Clear();
                        currentNeighbours.Clear();
                        cellsToMove.Clear();
                        parentCell = null;
                    }
                    

                }
            }
            yield return null;

        }
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