public void Execute() { foreach (var entity in _delayGroup.GetEntities()) { if (entity.isDestroyed) { return; } var delayCall = entity.delayCall; delayCall.delayTimer -= _gameStateService.DeltaTime; if (delayCall.delayTimer <= LFloat.zero) { entity.isDestroyed = true; FuncUtil.Call(delayCall.callBack); } } }