/// <summary>
        /// Mise à jour de l'effet
        /// </summary>
        /// <param name="status">Status du personnage affecté</param>
        /// <returns>Vérifie si l'état est fini</returns>
        public bool Effect(Status status)
        {
            switch (type)
            {
            case Condition.StateType.HEAL:
                status.AddHeal(value);
                break;

            case Condition.StateType.POISONED:
                status.AddDamage(value);
                break;

            case Condition.StateType.CURSED:
                status.maxLife = value;
                break;
            }
            if (time > 0)
            {
                time -= Time.deltaTime;
                if (type == Condition.StateType.CURSED)
                {
                    status.maxLife = 1;
                }

                return(time <= 0);
            }
            return(false);
        }