chore(enemy): 清除随寻路库失效的 NavDriving 死代码与两处过时注释

NavDriving 原由已删除的寻路适配层设置,现无人写入(全项目 C# 零引用),
连同其调试字段一并移除;场景/预制体里的序列化残值由 Unity 下次保存自动丢弃。
This commit is contained in:
2026-07-28 13:28:52 +08:00
parent d46ba67385
commit c4e80afe9e
2 changed files with 2 additions and 11 deletions
@@ -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] /// 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 <see cref="INavLinkHandler"/> for <see cref="NavLinkType.Teleport"/> /// 同时实现 <see cref="INavLinkHandler"/> for <see cref="NavLinkType.Teleport"/>
/// 当 PathBerserker2d 路径包含 teleport NavLink 时,本能力接管穿越逻辑, /// 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/出现动画后告知 NavAgent 继续路径,而不触发战斗出手。 /// 播放消失/出现动画后回调完成,而不触发战斗出手。
/// </summary> /// </summary>
public sealed class BlinkStrikeAbility : EnemyAbilityBase, INavLinkHandler public sealed class BlinkStrikeAbility : EnemyAbilityBase, INavLinkHandler
{ {
@@ -96,13 +96,6 @@ namespace BaseGames.Enemies
public int FacingDirection => _facingDir; public int FacingDirection => _facingDir;
/// <summary>当前是否正在播放转身动画(移动输入在此期间被屏蔽)。</summary> /// <summary>当前是否正在播放转身动画(移动输入在此期间被屏蔽)。</summary>
public bool IsTurning => _isTurning; public bool IsTurning => _isTurning;
/// <summary>
/// 当 PathBerserker2d TransformBasedMovement 正在直接驱动 transform.position 时由
/// <see cref="Navigation.EnemyNavAgent"/> 设为 true。
/// 此时 MoveHorizontal/MoveWithSpeed 仅更新朝向,不写 rb.velocity,防止双重驱动冲突。
/// </summary>
public bool NavDriving { get; set; }
#if UNITY_EDITOR #if UNITY_EDITOR
[Header("── 运行时调试(仅 Editor)──")] [Header("── 运行时调试(仅 Editor)──")]
[SerializeField] private int _dbg_FacingDirection; [SerializeField] private int _dbg_FacingDirection;
@@ -112,7 +105,6 @@ namespace BaseGames.Enemies
[SerializeField] private bool _dbg_IsWallAhead; [SerializeField] private bool _dbg_IsWallAhead;
[SerializeField] private bool _dbg_IsLedgeAhead; [SerializeField] private bool _dbg_IsLedgeAhead;
[SerializeField] private bool _dbg_IsTurning; [SerializeField] private bool _dbg_IsTurning;
[SerializeField] private bool _dbg_NavDriving;
[Header("── 输入信号(仅 Editor)──")] [Header("── 输入信号(仅 Editor)──")]
[SerializeField] private float _dbg_Input_MoveDir; [SerializeField] private float _dbg_Input_MoveDir;
[SerializeField] private float _dbg_Input_MoveSpeed; [SerializeField] private float _dbg_Input_MoveSpeed;
@@ -392,7 +384,6 @@ namespace BaseGames.Enemies
_dbg_IsWallAhead = IsWallAhead; _dbg_IsWallAhead = IsWallAhead;
_dbg_IsLedgeAhead = IsLedgeAhead; _dbg_IsLedgeAhead = IsLedgeAhead;
_dbg_IsTurning = _isTurning; _dbg_IsTurning = _isTurning;
_dbg_NavDriving = NavDriving;
#endif #endif
} }