private void EffectCustomExe(EffectController effectCtrl, int customSystem, float effectValue)
    {
        switch (customSystem)
        {
        case CUSTOM_SYSTEM_EFFECT_DAMAGE:
            //effect:ダメージ
            effectCtrl.CustomDamage((int)effectValue);
            break;

        case CUSTOM_SYSTEM_EFFECT_DPS:
            //effect:ダメージ/秒
            effectCtrl.CustomDPS((int)effectValue);
            break;

        case CUSTOM_SYSTEM_EFFECT_SCALE:
            //effect:スケール
            effectCtrl.CustomEndScale(effectValue);
            break;

        case CUSTOM_SYSTEM_EFFECT_TIME:
            //ActiveTime
            effectCtrl.CustomActiveTime(effectValue);
            break;

        case CUSTOM_SYSTEM_EFFECT_DISTANCE:
            //ActiveDistance
            effectCtrl.CustomActiveDistance(effectValue);
            break;

        case CUSTOM_SYSTEM_EFFECT_SPAWN_OBJECT:
            //BreakEffect
            effectCtrl.CustomBreakEffect(addObject);
            break;

        case CUSTOM_SYSTEM_EFFECT_DEBUFF_ATTACK:
            //debuff:attack
            effectCtrl.CustomDebuffAttack(effectValue);
            break;

        case CUSTOM_SYSTEM_EFFECT_DEBUFF_SP:
            //debuff:sp
            effectCtrl.CustomDebuffSp(effectValue);
            break;

        case CUSTOM_SYSTEM_EFFECT_DEBUFF_AVOID:
            //debuff:avoid
            effectCtrl.CustomDebuffAvoid(effectValue);
            break;

        case CUSTOM_SYSTEM_EFFECT_DEBUFF_SPEED:
            //debuff:speed
            effectCtrl.CustomDebuffSpeed(effectValue);
            break;

        case CUSTOM_SYSTEM_EFFECT_DEBUFF_DEFENCE:
            //debuff:defence
            effectCtrl.CustomDebuffDefence(effectValue);
            break;

        case CUSTOM_SYSTEM_EFFECT_DEBUFF_TIME:
            //debuff:time
            effectCtrl.CustomDebuffTime(effectValue);
            break;
        }
    }