private void getNextStatusEffect()
        {
            if (++currentStatusEffectIndex >= partyMember.StatusEffects.Count)
            {
                return;
            }

            StatusEffect statusEffect = partyMember.StatusEffects[currentStatusEffectIndex];

            switch (statusEffectEvent)
            {
            case StatusEffectEvent.BeforeAct: statusEffect.BeforeActStart(thinkAction); break;

            case StatusEffectEvent.EndTurn: statusEffect.EndTurnStart(partyMember); break;

            default: break;
            }
        }