/// <summary> /// Updates buffs/debuffs on this entity /// Should be called every frame /// </summary> public void UpdateStatusEffects() { for (int i = 0; i < statusEffects.Count; ++i) { //Apply the effect statusEffectMan.ApplyStatusEffects(statusEffects[i], this.gameObject); //Update its time statusEffects[i].Update(); //Check to remove it if (!statusEffects[i].Alive) { statusEffects.RemoveAt(i--); } } }