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
}