public void TimeCheck()
{
if(!GameHandler.IsGamePaused() && this.initialized)
{
if(StatusEffectEnd.TIME.Equals(this.end))
{
this.endAfter -= (int)(GameHandler.DeltaBattleTime*1000);
}
for(int i=0; i<this.condition.Length; i++)
{
if(this.condition[i].apply && !this.condition[i].stopChange && this.condition[i].OnTime())
{
this.condition[i].setAfter -= (int)(GameHandler.DeltaBattleTime*1000);
if(this.condition[i].setAfter <= 0)
{
this.condition[i].SetChange(i, this.combatant);
}
}
}
if(StatusEffectEnd.TIME.Equals(this.end) && this.endAfter <= 0)
{
this.combatant.RemoveEffect(this.realID);
}
}
}