public void RemoveCDToDuel(int CD)
    {
        List <GameObject> tmp_rm = new List <GameObject>();

        for (int sts = 0; sts < DuelList.Count; sts++)
        {
            if (DuelList[sts] != null)
            {
                var stmp = (DuelList[sts]).GetComponent <StatusEffectViewSetting>();
                if (stmp.Turns - CD <= 0)
                {
                    tmp_rm.Add(DuelList[sts]);
                }
                else
                {
                    stmp.Turns -= CD;
                }
            }
        }
        foreach (var d in tmp_rm)
        {
            d.GetComponent <StatusEffectViewSetting>().Remove();
            DuelList.Remove(d);
        }
    }
    public bool InsertStatusToDuel(int status_id, int CD)
    {
        foreach (var t in DuelList)
        {
            if (t != null)
            {
                var y = t.GetComponent <StatusEffectViewSetting>();
                if (y.st_id == status_id)
                {
                    y.Turns += CD;
                    return(true);
                }
            }
        }
        var targ = new ULZAsset.StatusObject();

        foreach (var sobj in StatusOpt)
        {
            if (sobj.id == status_id)
            {
                targ = sobj;
            }
        }

        GameObject ff  = (GameObject)Instantiate(StatusPrefab, new Vector3(0, 0, 0), Quaternion.identity);
        var        t2d = MainEffectAB.LoadAsset(targ.img) as Texture2D;

        ff.name = "status_ins" + this.DuelList.Count.ToString();
        ff.transform.SetParent(DuelStatusViewList.transform);
        ff.GetComponent <StatusEffectViewSetting>().st_id       = status_id;
        ff.GetComponent <StatusEffectViewSetting>().Icon.sprite = Sprite.Create(
            t2d,
            new Rect(-0.2f, 0, t2d.width, t2d.height),
            new Vector2(0.5f, 0.5f)
            );
        ff.GetComponent <StatusEffectViewSetting>().Turns = CD;
        var r = DuelStatusViewList.transform.position;

        r.y -= DuelList.Count * 0.3f;
        ff.transform.position = r;

        DuelList.Add(ff);
        return(true);
    }