private void OnEquipmentChanged_UCE_EquipableBuff() { // -- remove buffs for (int i = 0; i < buffs.Count; ++i) { if (equipmentBuffs.Any(x => x == buffs[i].data)) { buffs.RemoveAt(i); --i; } } // -- clear list equipmentBuffs.Clear(); // -- apply buffs & add to list again for (int i = 0; i < equipment.Count; ++i) { ItemSlot slot = equipment[i]; if (slot.amount > 0) { EquipmentItem itemData = (EquipmentItem)slot.item.data; if (itemData != null && itemData.onEquipBuffSelf != null) { itemData.ApplyEquipableBuff(this); equipmentBuffs.Add(itemData.onEquipBuffSelf); } } } }