public StatusEffect Burning(Transform target) { GameObject burningObject = null; if (_statusEffects.Count == 0) { burningObject = StatusPoolManager.Instance.PopStatusEffect(StatusEffectKind.kBurning); } for (int i = 0; i < _statusEffects.Count; i++) { //2번생성되는 것을 방지 if (_statusEffects[i].Kind == StatusEffectKind.kBurning) { burningObject = currentBurningObj; } else { burningObject = StatusPoolManager.Instance.PopStatusEffect(StatusEffectKind.kBurning); } } currentBurningObj = burningObject; _statusEffect = burningObject.GetComponent <BurningStatusEffect>(); _statusEffect.BurningTarget(target); return(_statusEffect); }