using UnityEngine; namespace Gameplay.Buff { public class BuffClearSBuff : BaseBuff { protected override void _OnTrigger() { base._OnTrigger(); var clearId = Mathf.RoundToInt(configData.FloatParams[0]); var totalBuff = owner.buffManager.totalBuffList; for (int i = 0; i < totalBuff.Count; i++) { var buff = totalBuff[i]; if (buff == this) { continue; } if (buff.needRemove) { continue; } if (buff.configData.ID == clearId) { owner.buffManager.AddNeedRemoveBuff(buff); } } } } }