diff --git a/Assets/_Game/Scripts/Enemies/Abilities/BlinkStrikeAbility.cs b/Assets/_Game/Scripts/Enemies/Abilities/BlinkStrikeAbility.cs index 2d496e09..bfb97524 100644 --- a/Assets/_Game/Scripts/Enemies/Abilities/BlinkStrikeAbility.cs +++ b/Assets/_Game/Scripts/Enemies/Abilities/BlinkStrikeAbility.cs @@ -18,8 +18,8 @@ namespace BaseGames.Enemies.Abilities /// 6. 调用 followUpAbilityId 指定的能力作为出手(若为空则播放 attackSequence[0]) /// /// 同时实现 for : - /// 当 PathBerserker2d 路径包含 teleport NavLink 时,本能力接管穿越逻辑, - /// 播放消失/出现动画后告知 NavAgent 继续路径,而不触发战斗出手。 + /// 被要求以"传送"方式穿越一段地形时,本能力接管穿越逻辑, + /// 播放消失/出现动画后回调完成,而不触发战斗出手。 /// public sealed class BlinkStrikeAbility : EnemyAbilityBase, INavLinkHandler { diff --git a/Assets/_Game/Scripts/Enemies/EnemyMovement.cs b/Assets/_Game/Scripts/Enemies/EnemyMovement.cs index 958c8a36..90b39c7c 100644 --- a/Assets/_Game/Scripts/Enemies/EnemyMovement.cs +++ b/Assets/_Game/Scripts/Enemies/EnemyMovement.cs @@ -96,13 +96,6 @@ namespace BaseGames.Enemies public int FacingDirection => _facingDir; /// 当前是否正在播放转身动画(移动输入在此期间被屏蔽)。 public bool IsTurning => _isTurning; - /// - /// 当 PathBerserker2d TransformBasedMovement 正在直接驱动 transform.position 时由 - /// 设为 true。 - /// 此时 MoveHorizontal/MoveWithSpeed 仅更新朝向,不写 rb.velocity,防止双重驱动冲突。 - /// - public bool NavDriving { get; set; } - #if UNITY_EDITOR [Header("── 运行时调试(仅 Editor)──")] [SerializeField] private int _dbg_FacingDirection; @@ -112,7 +105,6 @@ namespace BaseGames.Enemies [SerializeField] private bool _dbg_IsWallAhead; [SerializeField] private bool _dbg_IsLedgeAhead; [SerializeField] private bool _dbg_IsTurning; - [SerializeField] private bool _dbg_NavDriving; [Header("── 输入信号(仅 Editor)──")] [SerializeField] private float _dbg_Input_MoveDir; [SerializeField] private float _dbg_Input_MoveSpeed; @@ -392,7 +384,6 @@ namespace BaseGames.Enemies _dbg_IsWallAhead = IsWallAhead; _dbg_IsLedgeAhead = IsLedgeAhead; _dbg_IsTurning = _isTurning; - _dbg_NavDriving = NavDriving; #endif }