public override void AutoAddLinkedBuffs()
        {
            SendBuffInfoToClientBuffData sendBuffInfoToClientBuffData = SkillBuffBases.BuffData as SendBuffInfoToClientBuffData;

            foreach (var connection in this.connectionPorts)
            {
                //只有出方向的端口才是添加LinkedBuffId的地方
                if (connection.direction == Direction.Out)
                {
                    foreach (var connectTagrets in connection.connections)
                    {
                        BuffNodeBase targetNode = (connectTagrets.body as BuffNodeBase);
                        if (targetNode != null)
                        {
                            VTD_Id temp = targetNode.Skill_GetNodeData().NodeId;
                            sendBuffInfoToClientBuffData.TargetBuffNodeId = new VTD_Id()
                            {
                                IdKey = temp.IdKey, Value = temp.Value
                            };
                        }
                    }

                    return;
                }
            }
        }
        public override void OnExecute()
        {
            SendBuffInfoToClientBuffData sendBuffInfoToClientBuffData = this.BuffData as SendBuffInfoToClientBuffData;

            ABuffSystemBase targetBuffSystem = this.TheUnitBelongto.GetComponent <BuffManagerComponent>()
                                               .GetBuffById(
                (this.BelongtoRuntimeTree.BelongNP_DataSupportor.BuffNodeDataDic[sendBuffInfoToClientBuffData.TargetBuffNodeId.Value] as
                 NormalBuffNodeData).BuffData.BuffId);

            Game.EventSystem.Run(EventIdType.SendBuffInfoToClient,
                                 new M2C_BuffInfo()
            {
                UnitId            = this.BelongtoRuntimeTree.BelongToUnitId,
                SkillId           = sendBuffInfoToClientBuffData.BelongToSkillId.Value,
                BBKey             = sendBuffInfoToClientBuffData.BBKey.BBKey,
                TheUnitFromId     = this.TheUnitFrom.Id,
                TheUnitBelongToId = this.TheUnitBelongto.Id,
                BuffLayers        = targetBuffSystem.CurrentOverlay,
                BuffMaxLimitTime  = targetBuffSystem.MaxLimitTime,
            });
            this.BuffState = BuffState.Finished;
        }
        public override void OnExecute()
        {
            SendBuffInfoToClientBuffData sendBuffInfoToClientBuffData = this.BuffData as SendBuffInfoToClientBuffData;

            this.BuffState = BuffState.Finished;
        }