Reading the comments, I would expect this to run each time a path completes. Instead, it runs as soon as the path starts. I assume I misunderstood how it works, and either there is no way to do this, or else I am not doing it correctly.
new private void Start()
{
base.Start();
//lerp.ForceSearchPath();
lerp.SearchPath();
//Assumes a Seeker component is attached to the GameObject
Seeker seeker = GetComponent<Seeker>();
//seeker.pathCallback is a OnPathDelegate, we add the function OnPathComplete to it so it will be called whenever a path has finished calculating on that seeker
seeker.pathCallback += OnPathComplete;
}
private void OnPathComplete(Path p)
{
this.remove();
Debug.Log ("This is called when a path is completed on the seeker attached to this GameObject");
}