Hello!
I've got a question about some functions I've wrote while trying to figure out how to make pathfinding work. Alright so here's the deal. For testing and debugging purposes I'm using failsafe variable, which basically decides how many loops will be done. I noticed that if I'll do just one loop, everything goes fine, but when GetByPosition() is called first time in second loop - the application freezes.
So here's main method:
Code:
private IEnumerator Pathfinder(){
		Place(open, new Node(0, 0, start, null));
		Node current = null;
		
		while(open.Count > 0 && failsafe > 0){ //While we have something in open dictionary
			yield return new WaitForSeconds(.5f);
			failsafe--;
			current = Pick(open);				//Set current node to best choice from open dictionary
			
			RemoveByValue(open, current);		//Remove current from open
			Place(closed, current);				//and place it in closed
			
			if(current.position == target){
				StartCoroutine("GeneratePath", current);			//When target is reached, break loop and generate path from the last element
				break;
			}
			
			GameObject tmp2 = (GameObject)Instantiate(player, current.position, Quaternion.identity);
			tmp2.renderer.material.color = Color.yellow;
						
			gScore = current.cost;
			foreach(Node n in GetParentNodes(current)){
			print ("Open: " + open.Count + " Closed: " + closed.Count + " For: " + current.position.ToString());
				if(n != null){
					if(obstacles.ContainsValue (n.position) == false){
						GameObject tmp = (GameObject)Instantiate(player, n.position, Quaternion.identity);
						tmp.renderer.material.color = Color.green;
						float estmationOfGscore = current.cost + n.cost;
						
						if(GetByPosition (n.position, closed) == null)
							continue;
						if(GetByPosition (n.position, open) == null && GetByPosition (n.position, closed) == null){
							print ("move to open");
							n.cost = current.cost + 1;
							n.fScore = n.cost + Heuristic(n);
							n.previous = current;
							Place (open,n);
							}
						Destroy(tmp,0);
					}
				}
			}
			Destroy(tmp2,0);
		}
	}
and here is the one which seem to cause the problem

Code:
private Node GetByPosition(Vector3 pos, Dictionary<int, Node> d){
		Node m = null ;
		if(d.Count > 0){
			foreach(KeyValuePair<int, Node> n in d){
				if(n.Value.position == pos){
					m = n.Value;
				}
			}
		}
		
		if(m == null)
			print ("No Node in dict");
		
		
		return m;
	}