static bool ModExt_DropPropsConverter2(ref object __result, string[] from)
        {
            // 改成Ext版
            var result = new BattleDropProp_Ext();

            try
            {
                result.Id = from[0].Trim();
                if (from.Length > 1)
                {
                    result.Amount = int.Parse(from[1].Trim());
                }
                if (from.Length > 2)
                {
                    result.Rate = float.Parse(from[2].Trim());
                }
                __result = result as object;
            }
            catch (Exception)
            {
                __result = null;
            }
            return(false);
        }
        static bool ModExt_DropProps_UI(WGRewardList __instance, List <BattleDropProp> list)
        {
            int uid     = 0;
            var newlist = new List <BattleDropProp>();

            if (list != null)
            {
                newlist.AddRange(list);
            }
            for (int i = 0; i < newlist.Count; i++)
            {
                BattleDropProp_Ext battleDropProp = newlist[i] as BattleDropProp_Ext;  // 改成Ext版
                if (battleDropProp.Id == "Money")
                {
                    Sprite icon = Game.Resource.Load <Sprite>(string.Format(GameConfig.PropsCategoryPath, 0));
                    // 这里稍微加强下打工天赋,战斗的金钱也增加
                    int     value   = (int)(battleDropProp.Amount * Game.GameData.Character[GameConfig.Player].Trait.GetTraitEffect(TraitEffectType.WorkMoney));
                    WGProps wgprops = __instance.PropsList[uid++];
                    wgprops.SetProps(icon, value.ToString(), Game.Data.Get <StringTable>("NurturanceProperty_Money").Text);
                    Game.GameData.Money += value;
                    if (uid > 9)
                    {
                        break;             // 只有10个格子
                    }
                }
                else if (battleDropProp.Id.StartsWith("re"))
                {
                    Reward r = Game.Data.Get <Reward>(battleDropProp.Id) ?? Randomizer.GetOneFromData <Reward>(battleDropProp.Id);
                    if (r != null)
                    {
                        r.GetValue();
                    }
                }
                else if (battleDropProp.Id == "ExtDrop")
                {
                    newlist.AddRange(ExtDrops);   // 将战场掉落物也加进去
                }
                else
                {
                    Props props = Game.Data.Get <Props>(battleDropProp.Id) ?? Randomizer.GetOneFromData <Props>(battleDropProp.Id);
                    if (props != null)
                    {
                        int dropCount = 0;
                        for (int k = 0; k < battleDropProp.Amount; ++k)
                        {
                            if (UnityEngine.Random.value <= battleDropProp.Rate)
                            {
                                ++dropCount;
                            }
                        }
                        if (dropCount > 0)
                        {
                            Sprite  icon    = Game.Resource.Load <Sprite>(string.Format(GameConfig.PropsCategoryPath, (int)props.PropsCategory));
                            WGProps wgprops = __instance.PropsList[uid++];
                            wgprops.SetProps(icon, dropCount.ToString(), props.Name);
                            Game.GameData.Inventory.Add(props.Id, dropCount, true);
                            if (uid > 9)
                            {
                                break;             // 只有10个格子
                            }
                        }
                    }
                }
            }
            for (; uid < 10; ++uid)
            {
                WGProps wgprops = __instance.PropsList[uid];
                wgprops.gameObject.SetActive(false);
            }
            return(false);
        }