/// Returns a path heading away from a specified point to avoid.
/// The search will terminate when G \> length (passed to the constructor) + FleePath.spread.
///
/// Can be used to make an AI to flee from an enemy (cannot guarantee that it will not be forced into corners though :D )
/// <code>
///
/// // Call a FleePath call like this, assumes that a Seeker is attached to the GameObject
/// Vector3 thePointToFleeFrom = Vector3.zero;
///
/// // The path will be returned when the path is over a specified length (or more accurately when the traversal cost is greater than a specified value).
/// // A score of 1000 is approximately equal to the cost of moving one world unit.