// public void SetMonsterStatus(HeaderProto.ECreatureActionState[] state, bool bAdd) { for (int i = 0; i < mMonsterList.Count; i++) { GameObject obj = mMonsterList[i]; sdGameMonster monster = obj.GetComponent <sdGameMonster>(); if (monster != null) { for (int j = 0; j < state.Length; j++) { if (bAdd) { monster.AddDebuffState(state[j]); } else { monster.RemoveDebuffState(state[j]); } } } } }