Custom Ai Movement using Unity's pathfinding

hey so im making a 2d game and adding ai

ive added basic ai using the NavMeshagents and a simple Ai Script

public class TestAI : MonoBehaviour {

	public Transform target;
	private NavMeshAgent navComponent;

	// Use this for initialization
	void Start () {
		navComponent = GetComponent<NavMeshAgent>();
	}
	
	// Update is called once per frame
	void Update () {

		if(target)
		{
			navComponent.SetDestination(target.position);
		}

	}

	void OnTriggerEnter(Collider collider){
		if (collider.GetComponent<Player>())
		{
			target= collider.transform;
		}
	}

	void OnTriggerExit(Collider collider){
		if(target)
		{
			if (collider.gameObject == target.gameObject)
			{
				target= null;
			}
		}
	}
}

what i want to do it make my own custom AI movement script so i can better apply animationg(sprites)

is there a way i can just get the next movement position with out actually moving the Ai

eg:

Vector2 NextTargetPos;
NextTargetpos = navcomponent.getnextmovement();// this might return a vector 2/3 of where they want to move next like if the ai's next pos was above them the the output would be (0,1) or if it was on the botton right (1,-1) then i can use them in mecanim
Getcomponent<Animator>().SetFloat("x", NextTargetPos.x);
Getcomponent<Animator>().SetFloat("y", NextTargetPos.y);

Any help on how to do this would be great

thanks ~Scott

NavMeshAgent.nextPosition