public void Update(uint elapsed) { if (nodes.Count <= 0) { return; } for (int i = 0; i < nodes.Count; ++i) { nodes[i].time -= elapsed; if (nodes[i].time <= 0) { exList.Add(nodes[i]); } } for (int i = 0; i < exList.Count; ++i) { BattleUnit unit = exList[i].mOwner; if (unit != null && !unit.IsDestory()) { SkillDetails.AddMaterialBehaviour(unit, unit.GetHitMaterialEffectCdContainer(), exList[i].name, exList[i].impactDamageType, exList[i].dir); } nodes.Remove(exList[i]); } exList.Clear(); }