/// <summary>
        /// 为Buff计算时间和层数
        /// </summary>
        /// <param name="buffSystemBase">Buff逻辑类</param>
        /// <param name="buffDataBase">Buff数据类</param>
        /// <typeparam name="A"></typeparam>
        /// <typeparam name="B"></typeparam>
        public static void CalculateTimerAndOverlay<A, B>(A buffSystemBase, B buffDataBase) where A : ABuffSystemBase where B : BuffDataBase
        {
            BuffManagerComponent buffManagerComponent = buffSystemBase.GetBuffTarget().GetComponent<BuffManagerComponent>();

            //先尝试从真正的Buff链表取得Buff
            ABuffSystemBase targetBuffSystemBase = buffManagerComponent.GetBuffById(buffDataBase.BuffId);

            if (targetBuffSystemBase != null)
            {
                CalculateTimerAndOverlayHelper(targetBuffSystemBase, buffDataBase);
                //Log.Info($"本次续命BuffID为{buffDataBase.FlagId},当前层数{temp.CurrentOverlay},最高层为{temp.MSkillBuffDataBase.MaxOverlay}");
                buffSystemBase.CurrentOverlay = targetBuffSystemBase.CurrentOverlay;
                //刷新当前已有的Buff
                targetBuffSystemBase.OnRefresh();
                //TODO 把这个临时的回收,因为已经用不到他了
            }
            else
            {
                //尝试从临时Buff字典取
                targetBuffSystemBase = buffManagerComponent.GetBuffById_FromTempDic(buffDataBase.BuffId);

                //如果有,那就计算层数与时间,并且替换临时字典中
                if (targetBuffSystemBase != null)
                {
                    CalculateTimerAndOverlayHelper(targetBuffSystemBase, buffDataBase);
                    //Log.Info($"本次续命BuffID为{buffDataBase.FlagId},当前层数{temp.CurrentOverlay},最高层为{temp.MSkillBuffDataBase.MaxOverlay}");
                    buffSystemBase.CurrentOverlay = targetBuffSystemBase.CurrentOverlay;
                    //刷新当前已有的Buff
                    targetBuffSystemBase.OnRefresh();

                    //TODO 把这个临时的回收,因为已经用不到他了
                }
                else//如果没有,那就说明确实没有这个Buff,需要重新加入
                {
                    CalculateTimerAndOverlayHelper(buffSystemBase, buffDataBase);

                    //Log.Info($"本次新加BuffID为{buffDataBase.FlagId}");
                    buffSystemBase.BuffState = BuffState.Waiting;
                    buffManagerComponent.TempBuffsToBeAdded.Add(buffDataBase.BuffId, buffSystemBase);
                }
            }
        }
        /// <summary>
        /// 为Buff计算时间和层数
        /// </summary>
        /// <param name="buffSystemBase">Buff逻辑类</param>
        /// <param name="buffDataBase">Buff数据类</param>
        /// <typeparam name="A"></typeparam>
        /// <typeparam name="B"></typeparam>
        public static void CalculateTimerAndOverlay<A, B>(A buffSystemBase, B buffDataBase) where A : ABuffSystemBase where B : BuffDataBase
        {
            BuffManagerComponent buffManagerComponent = buffSystemBase.GetBuffTarget().GetComponent<BuffManagerComponent>();

            //先尝试从Buff链表取得Buff
            ABuffSystemBase targetBuffSystemBase = buffManagerComponent.GetBuffById(buffDataBase.BuffId);

            if (targetBuffSystemBase != null)
            {
                CalculateTimerAndOverlayHelper(targetBuffSystemBase, buffDataBase);
                //Log.Info($"本次续命BuffID为{buffDataBase.FlagId},当前层数{temp.CurrentOverlay},最高层为{temp.MSkillBuffDataBase.MaxOverlay}");
                buffSystemBase.CurrentOverlay = targetBuffSystemBase.CurrentOverlay;
                //刷新当前已有的Buff
                targetBuffSystemBase.OnRefresh();
            }
            else
            {
                CalculateTimerAndOverlayHelper(buffSystemBase, buffDataBase);

                //Log.Info($"本次新加BuffID为{buffDataBase.FlagId}");
                buffSystemBase.BuffState = BuffState.Waiting;
                buffManagerComponent.AddBuff(buffSystemBase);
            }
        }