using Godot; public abstract partial class BaseAI : Node { protected Actor body; public override void _Ready() { base._Ready(); body = GetParent(); } public abstract void Perform(); public Godot.Collections.Array GetPathTo(Vector2I destination) { Godot.Collections.Array list = []; Vector2[] path = body.Map_Data.Pathfinder.GetPointPath(body.GridPosition, destination); list.AddRange(path); return list; } }