private void getNextStatusEffect() { if (++currentStatusEffectIndex >= partyMember.StatusEffects.Count) { return; } StatusEffect statusEffect = partyMember.StatusEffects[currentStatusEffectIndex]; switch (statusEffectEvent) { case StatusEffectEvent.BeforeAct: statusEffect.BeforeActStart(thinkAction); break; case StatusEffectEvent.EndTurn: statusEffect.EndTurnStart(partyMember); break; default: break; } }