using Godot; using System; public partial class TilemapAvoidance : TileMapLayer { [Export] private TileMapLayer _solidLayer; public override bool _UseTileDataRuntimeUpdate(Vector2I coords) { if (_solidLayer.GetUsedCellsById(0).Contains(coords)) { return true; } return false; } public override void _TileDataRuntimeUpdate(Vector2I coords, TileData tileData) { tileData.SetNavigationPolygon(0, null); } }