fix(combat): 统一受击无敌闸门并修复 DoT 失效
将无敌判定收口到 PlayerController.TakeDamage(DamageInfo) 单一闸门并认 DamageFlags.IgnoreIFrame,PlayerStats 拆出原始扣血 ApplyDamage;新增 DamageFlags.IsDoT,持续伤害只扣血不打断硬直、不授予无敌。修复 DoT 绕过 HurtBox 时被 flag-blind 的整数 TakeDamage 静默吞没、且 FinalDamage 未结算(恒为0)的双重失效;敌人侧 DoT 标记 IsDoT 避免每 Tick 重置硬直。 Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
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@@ -116,7 +116,8 @@ namespace BaseGames.Enemies.StatusEffects
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Amount = (int)_damagePerTick,
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FinalDamage = (int)_damagePerTick,
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Type = DamageType.Fire,
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Flags = DamageFlags.None,
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// IsDoT:持续伤害只扣血,不让每个 Tick 都把敌人重新打入 Hurt/InterruptAll(避免硬直锁)
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Flags = DamageFlags.IsDoT,
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};
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enemy.TakeDamage(info);
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}
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