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using Godot;
using System;
public partial class MovementAction : DirectionalAction
{
public MovementAction(Actor actor, Vector2I offset) : base(actor, offset)
{
}
public override void Perform()
{
Vector2I finalDestination = actor.GridPosition + Offset;
if (!Map_Data.IsTileWalkable(finalDestination)) return;
if (GetBlockingActorAtPosition(finalDestination) != null) return;
actor.Walk(Offset);
}
}
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