Basic Mind Control Mechanic

So I want to create a simple mind control mechanic for a game. The control is predetermined by a script and NavPoints, and I am currently trying to use a basic patrol behavior I found here in Unity documents. What I want to happen, is when the player comes in contact with the NPC, they press a button, and that NPC will travel to the stated navpoint, but I am not having much luck. Here is the script I am tinkering around with:

using UnityEngine;
using UnityEngine.AI;
using System.Collections;

public class WorkerBehavior : MonoBehaviour {

    public Transform[] points;
    private int destPoint = 0;
    private NavMeshAgent agent;


    // Use this for initialization
    void Start () {

        agent = GetComponent<NavMeshAgent>();

        
        agent.autoBraking = false;

    }

    void GotoNextPoint()
    {
       
        if (points.Length == 0)
            return;

        
        agent.destination = points[destPoint].position;

        
        destPoint = (destPoint + 1) % points.Length;
    }

    
    void Update () {
		
	}

    void OnTriggerEnter(Collider other)
    {
        if (Input.GetKeyDown(KeyCode.KeypadEnter))
        {
            GotoNextPoint();
            
        }
    }
}

I do understand there is some unnecessary code here. For instance, I have no real need to reset my nav points, as this NPC will only have one destination after it is activated. This patrol behavior may even be useless for what I am trying to do. Any advice would be helpful though, and I thank you in advance.

Never mind everyone, I figured it out. If anyone is interested however I’ll leave my solution here:

using UnityEngine;
using UnityEngine.AI;
using System.Collections;

public class WorkerBehavior : MonoBehaviour {

    public Transform[] points;
    private int destPoint = 0;
    private NavMeshAgent agent;


    

    // Use this for initialization
    void Start () {

        agent = GetComponent<NavMeshAgent>();

      

    }

    void GotoNextPoint()
    {
        // Returns if no points have been set up
        if (points.Length == 0)
            return;

        // Set the agent to go to the currently selected destination.
        agent.destination = points[destPoint].position;

        // Choose the next point in the array as the destination,
        // cycling to the start if necessary.
        destPoint = (destPoint + 1) % points.Length;
    }

    // Update is called once per frame
    void Update () {
		
	}

    void OnTriggerStay(Collider other)
    {
        Debug.Log("Entered");

        if (Input.GetKeyDown(KeyCode.Return))
        {

            Debug.Log("Return pressed");
            GotoNextPoint();

        }
    }

}

I made some adjustments off of the script I found here:
https://docs.unity3d.com/Manual/nav-AgentPatrol.html

This script added to a gameobject, with a collider, will cause the gameobject to move toward a navpoint, when you come in contact with it and press return.