protected virtual void OnTriggerExit(Collider other)
        {
            Actor actor = other.gameObject.GetComponent <Actor>();

            if (!ReferenceEquals(actor, null))
            {
                StatusEffectScheduler.Instance(actor.Guid).RemoveStatusEffect(_status.StatusEffectData.Name);
            }
        }
        protected virtual void OnTriggerEnter(Collider other)
        {
            Actor actor = other.gameObject.GetComponent <Actor>();

            if (!ReferenceEquals(actor, null))
            {
                _status = new Status(actor, Magnitude, StatusEffectData);
                StatusEffectScheduler.Instance(actor.Guid).AddStatusEffect(_status);
            }
        }
 private void AdjustTemperature(Actor actor, float magnitude, string name, StatusEffectData statusEffectData)
 {
     StatusEffectScheduler.Instance(actor.Guid).RemoveStatusEffect(name);
     StatusEffectScheduler.Instance(actor.Guid).AddStatusEffect(new Status(actor, magnitude, statusEffectData));
 }