/// <summary> /// 執行檢查,計算經過時間並檢查是否觸發效果或結束狀態 /// </summary> public void ExecuteCheck() { if (RemainTime > 0) { //如果此狀態是觸發效果才執行觸發判斷 if (IsTriggerBuffer) { RemainTriggerTime -= TimeUnit; if (RemainTriggerTime <= 0)//剩餘觸發時間小於等於0則觸發 { Trigger(); } } RemainTime -= TimeUnit; } else { Destroy(gameObject); Self.RemoveBuffer(RelyBuffer.ID); Debug.LogWarning(string.Format("{0}的BufferID{1}被移除", Self.Name, RelyBuffer.ID)); } }