void ProceedToWaypoint(Vector3 destination) { List <Node> fullPath = pathfinder.GetPath(transform.position, destination); List <Node> budgetAwarePath = new List <Node>(); if (fullPath.Count <= availableAP + 1) { budgetAwarePath = fullPath; destinationReached = true; } else { budgetAwarePath = fullPath.GetRange(0, availableAP + 1); } List <Vector3> currentPath = pathRequester.CleanUpPath(budgetAwarePath); Debug.Log(availableAP); navAgent.MoveNavAgent(currentPath); }