void ActiveEffectBuff(CharacterModel target, ActiveEffect effect) { BattleBuff buff = BuffManager.CreateBuff(effect.formula, effect.formulaParam); buff.model = target; buff.log = bm; for (int i = 0; i < target.battleAttribute.buffs.Count; i++) { if (target.battleAttribute.buffs[i].id.Equals(buff.id)) { target.battleAttribute.buffs.RemoveAt(i); break; } } target.battleAttribute.buffs.Add(buff); buff.BuffOnGet(); }