namespace BaseGames.Combat.StatusEffects
{
///
/// 燃烧效果(架构 06_CombatModule §11)。
/// 规则:不可叠加(MaxStacks = 1);重复施加刷新持续时间;每 0.5 秒造成 1 点 True 伤害。
///
public class FireEffect : StatusEffect
{
private const float BaseDuration = 3.0f; // 持续 3 秒
private const float DotInterval = 0.5f; // 每 0.5 秒一次
public override StatusEffectType EffectType => StatusEffectType.Fire;
public override int MaxStacks => 1;
/// 施加燃烧时移除冻结(火冰互斥)。
public override StatusEffectType[] MutualExclusions => new[] { StatusEffectType.Freeze };
public FireEffect()
{
TickInterval = DotInterval;
}
public override void OnApply(StatusEffectManager owner)
{
base.OnApply(owner);
owner.SetShaderParam("_FireGlow", 1f);
}
/// 每次 DoT Tick 造成 1 点 True 伤害(绕过护盾,无敌帧不免疫)。
public override void OnTick()
{
var info = new DamageInfo.Builder()
.SetRaw(1)
.SetType(DamageType.True)
.SetFlags(DamageFlags.IgnoreIFrame)
.Build();
Owner?.ApplyDirectDamage(info);
}
public override void OnExpire()
{
Owner?.SetShaderParam("_FireGlow", 0f);
}
protected override float GetBaseDuration() => BaseDuration;
public override string GetDisplayName() => "燃烧";
}
}