/// <summary>
        ///     Draw the current click to move target.
        /// </summary>
        /// <param name="spriteBatch">The sprite batch being drawn.</param>
        public void DrawPathTarget(SpriteBatch spriteBatch)
        {
            PathFindingController pathFindingController = this.GetOrCreate(Game1.currentLocation);

            NPC npc = pathFindingController.TargetNpc;

            if (npc is not null)
            {
                Game1.spriteBatch.Draw(
                    Game1.mouseCursors,
                    Game1.GlobalToLocal(
                        Game1.viewport,
                        npc.Position + new Vector2((npc.Sprite.SpriteWidth * 4 / 2) - (Game1.tileSize / 2), npc.GetBoundingBox().Height + ((!npc.IsMonster) ? 12 : 0) - (Game1.tileSize / 2))),
                    new Microsoft.Xna.Framework.Rectangle(194, 388, 16, 16),
                    Color.White,
                    0,
                    Vector2.Zero,
                    4,
                    SpriteEffects.None,
                    0.58f);
            }
            else if ((Game1.displayHUD || Game1.eventUp) && Game1.currentBillboard == 0 &&
                     Game1.gameMode == Game1.playingGameMode && !Game1.freezeControls && !Game1.panMode &&
                     !Game1.HostPaused)
            {
                if (Game1.activeClickableMenu is not null && pathFindingController.ClickedTile.X != -1)
                {
                    pathFindingController.Reset();
                }
                else if (Game1.player.canMove && pathFindingController.ClickedTile.X != -1 && pathFindingController.TargetNpc is null &&
                         pathFindingController.TargetFarmAnimal is null)
                {
                    Vector2 vector = new Vector2(
                        (pathFindingController.ClickedTile.X * Game1.tileSize) - Game1.viewport.X,
                        (pathFindingController.ClickedTile.Y * Game1.tileSize) - Game1.viewport.Y);

                    long ticks = DateTime.Now.Ticks;

                    // Update frame every 125 ms.
                    if (ticks - this.greenSquareLastUpdateTicks > 1250000)
                    {
                        this.greenSquareLastUpdateTicks = ticks;

                        this.greenSquareAnimIndex++;
                        if (this.greenSquareAnimIndex > 7)
                        {
                            this.greenSquareAnimIndex = 0;
                        }
                    }

                    spriteBatch.Draw(
                        PathFindingManager.targetTexture,
                        vector + new Vector2(0f, -12f),
                        new Rectangle(this.greenSquareAnimIndex * 16, 0, 16, 20),
                        Color.White * Game1.mouseCursorTransparency,
                        0,
                        Vector2.Zero,
                        4,
                        SpriteEffects.None,
                        0.58f);
                }
 // Use this for initialization
 void Start()
 {
     pathControl = GetComponent<PathFindingController>();
     guilog = GetComponent<LogPanel>();
 }