Files
zeling_v2/Assets/_Game/Scripts/Combat/StatusEffects/PoisonEffect.cs
Joywayer 0491e3f919 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>
2026-06-11 16:30:56 +08:00

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namespace BaseGames.Combat.StatusEffects
{
/// <summary>
/// 中毒效果(架构 06_CombatModule §11
/// 规则:最多叠加 3 层;每层叠加伤害 +1每 1 秒造成 StackCount 点 True 伤害。
/// </summary>
public class PoisonEffect : StatusEffect
{
private const float BaseDuration = 5.0f; // 持续 5 秒
private const float DotInterval = 1.0f; // 每 1 秒一次
public override StatusEffectType EffectType => StatusEffectType.Poison;
public override int MaxStacks => 3;
public PoisonEffect()
{
TickInterval = DotInterval;
}
public override void OnApply(StatusEffectManager owner)
{
base.OnApply(owner);
UpdateShader();
}
public override void OnStack()
{
base.OnStack();
UpdateShader();
}
public override void OnTick()
{
var info = new DamageInfo.Builder()
.SetRaw(StackCount) // 叠层越多伤害越高
.SetType(DamageType.True)
.SetFlags(DamageFlags.IgnoreIFrame | DamageFlags.IsDoT)
.Build();
Owner?.ApplyDirectDamage(info);
}
public override void OnExpire()
{
StackCount = 0;
Owner?.SetShaderParam("_PoisonGlow", 0f);
}
private void UpdateShader()
=> Owner?.SetShaderParam("_PoisonGlow", StackCount / (float)MaxStacks);
protected override float GetBaseDuration() => BaseDuration;
public override string GetDisplayName() => $"中毒 ×{StackCount}";
}
}