Files
zeling_v2/Assets/_Game/Scripts/Combat/StatusEffects/FireEffect.cs
Joywayer b7baf7ad6a Add WeaponFeedback component and AddressableManagerWindow meta file
- Implemented WeaponFeedback class for handling weapon-related feedbacks such as hit effects and attack sounds.
- Added meta file for AddressableManagerWindow to manage addressable assets.
- Included a new jump.data file for profiler data.
2026-05-22 22:03:32 +08:00

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namespace BaseGames.Combat.StatusEffects
{
/// <summary>
/// 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。
/// </summary>
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;
private static readonly StatusEffectType[] s_MutualExclusions = { StatusEffectType.Freeze };
/// <summary>施加燃烧时移除冻结(火冰互斥)。</summary>
public override StatusEffectType[] MutualExclusions => s_MutualExclusions;
public FireEffect()
{
TickInterval = DotInterval;
}
public override void OnApply(StatusEffectManager owner)
{
base.OnApply(owner);
owner?.SetShaderParam("_FireGlow", 1f);
}
/// <summary>每次 DoT Tick 造成 1 点 True 伤害(绕过护盾,无敌帧不免疫)。</summary>
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";
}
}