void InitBuffer(){
		string typeId = "attribute1_type";
		string param1Id = "parameter1";
		string param2Id = "parameter2";
		int bufferType = GetBufferType(typeId);
		float param1 = GetBufferParameter1(param1Id) * 100;
		int param2 = GetBufferParameter2(param2Id);
		DBaseBuffer = BufferFactory.CreateOneBuffer(bufferType , interval , duration , param1 ,param2);
	}
	bool HandleBufferEvent(DBaseBuffer gameBuffer){
		BufferEvent bufferEvent = (BufferEvent)gameBuffer.id;
		
		switch(bufferEvent){
				case BufferEvent.AddHpMax:
				case BufferEvent.AddAtackSpeed:
				case BufferEvent.AddAtackStrength:
				case BufferEvent.AddArmor:
				case BufferEvent.AddCritLv:
				case BufferEvent.AddToughnessLv:
				case BufferEvent.AddDodgeLv:
				case BufferEvent.DelWalkSpeed:
				case BufferEvent.AddWalkSpeed:
				case BufferEvent.SustainedAddHp:
				case BufferEvent.SustainedDelHp:
				case BufferEvent.DelDefense:
				case BufferEvent.DelHit:
				case BufferEvent.DelAtackStrength:
				case BufferEvent.AutoAddMp:
					HandleNormalAttrBuffer((AttrTimeBuffer)gameBuffer);
					return true;
				case BufferEvent.AddAttackByHp:
					HandleAddAtackByHpBuffer((AddAttackByHpBuffer)gameBuffer);
					return true;
				case BufferEvent.Silent:
				case BufferEvent.IngoreDefense:
				case BufferEvent.Shackles:
				case BufferEvent.ImmuneAllDamage:
				case BufferEvent.DamageDouble:
				case BufferEvent.Vertigo:
				case BufferEvent.AddManaPoint:
				case BufferEvent.Charm:
				case BufferEvent.ReflectDamage:
				case BufferEvent.AtackCombosOne:
				case BufferEvent.UpDamage:
				case BufferEvent.SkillDamageUp:
				case BufferEvent.AllDamageUp:
				case BufferEvent.DelSkillCd:
				case BufferEvent.CriticalCertain:
				case BufferEvent.CumulativeThreeAtk:
				case BufferEvent.ReflectDamageAddHp:
					HandleNormalStateBuffer((StateTimeBuffer)gameBuffer);
					return true;
				case BufferEvent.ShieldBoom:
					HandleShieldBoomBuffer((ShieldBoomBuffer)gameBuffer);
					return true;
				case BufferEvent.SkillNotUseMp:
					HandleSkillNotUseMpBuffer((SkillNotUseMpBuffer)gameBuffer);
					return true;
				default:
					Debug.LogError("[BufferController.HandleBufferEvent]: you may forget to handle with this buffer : " + bufferEvent.ToString());
					break;
		}
		return false;
	}