Direction::Enum OnThinkPacman3(const Pawn& in_ourPawn, const World& in_ourWorld, float in_deltaTime, float in_totalTime)
	{
		std::vector<PointObj*> pointObjects;
		in_ourWorld.GetPointObjects(pointObjects);

		Vector2 avgBestLocation = Vector2(0, 0);

		for(auto obj : pointObjects)
		{
			avgBestLocation = avgBestLocation + obj->GetPosition();
		}

		PointObj* closestObject = nullptr;
		float closestSqr = FLT_MAX;
		for (auto obj : pointObjects)
		{
			float distanceSqr = (obj->GetPosition() - avgBestLocation).MagnitudeSqr();
			if(distanceSqr < closestSqr)
			{
				closestSqr = distanceSqr;
				closestObject = obj;
			}
		}

		if (!closestObject)
			return Direction::Invalid;

		PathNode* start = in_ourWorld.GetNode(in_ourPawn.GetClosestNode());
		PathNode* destination = in_ourWorld.GetNode(closestObject->GetNode());

		return aStar(in_ourWorld, start, destination);
	}