diff --git a/Assets/_Game/Scripts/Enemies/Abilities/CeilingHangStrikeAbility.cs b/Assets/_Game/Scripts/Enemies/Abilities/CeilingHangStrikeAbility.cs index 2e8f0bde..2bfff7b4 100644 --- a/Assets/_Game/Scripts/Enemies/Abilities/CeilingHangStrikeAbility.cs +++ b/Assets/_Game/Scripts/Enemies/Abilities/CeilingHangStrikeAbility.cs @@ -7,7 +7,7 @@ namespace BaseGames.Enemies.Abilities { /// /// 天花板三段攻击能力:出击 → 脆弱悬挂窗口 → 收回。 - /// 悬挂阶段(_loopClip)为脆弱窗口:HurtBox 激活,等待 _hangDuration 后结束。 + /// 悬挂阶段(_cfg.loopClip)为脆弱窗口:HurtBox 激活,等待 _cfg.hangDuration 后结束。 /// 可复用于任何固定位置的天花板攻击型敌人。 /// public class CeilingHangStrikeAbility : EnemyAbilityBase diff --git a/Assets/_Game/Scripts/Enemies/Abilities/ContactChaseAbility.cs b/Assets/_Game/Scripts/Enemies/Abilities/ContactChaseAbility.cs index b09ea0d4..cf443e0d 100644 --- a/Assets/_Game/Scripts/Enemies/Abilities/ContactChaseAbility.cs +++ b/Assets/_Game/Scripts/Enemies/Abilities/ContactChaseAbility.cs @@ -52,7 +52,7 @@ namespace BaseGames.Enemies.Abilities yield return EnemyAbilityWaits.Get(_cfg.startClip.Clip.length); } - // 冲刺速度:优先能力配置的 _dashSpeed,否则回退 Stats.RunSpeed + // 冲刺速度:优先能力配置的 _cfg.dashSpeed,否则回退 Stats.RunSpeed float speed = _cfg.dashSpeed > 0f ? _cfg.dashSpeed : (_enemy.Stats != null ? _enemy.Stats.RunSpeed : 0f);