public static bool PrepareBattleEntities_Path(BattleManager __instance, List <int> chrIDList, int team) { // 如果MOD状态是关闭的话 if (!FormationMod.enable) { // 执行原本的方法 return(true); } if (chrIDList.Count == 5) { // 启用阵法 ModifierUtil.enableModifier[team] = true; } else { // 不启用阵法 ModifierUtil.enableModifier[team] = false; } for (int i = 0; i < chrIDList.Count; i++) { int chrID = chrIDList[i]; Character chrByID = SingletonMonoBehaviour <CharacterModel> .Instance.GetChrByID(chrID); bool flag = chrByID != null; if (flag) { // 先移除已有buff,再添加 chrByID.RemoveAllMartialModifier(); chrByID.AddAllMartialModifier(); // 添加指定阵法buff chrByID.AddMartialModifier(0, ModifierUtil.ModifierNamePY + i); global::CharacterInfo chrInfoByID = SingletonMonoBehaviour <CharacterModel> .Instance.GetChrInfoByID(chrByID.InfoID); bool flag2 = chrInfoByID != null && chrInfoByID.ItemsUseForBattle != null; if (flag2) { foreach (string itemInfoID in chrInfoByID.ItemsUseForBattle) { chrByID.NPCUseItem(itemInfoID); } } // 如果为敌人,则判断难度,添加buff bool flag3 = team == 1 && SingletonMonoBehaviour <SchoolModel> .Instance.mUserData.IronmanMode; if (flag3) { chrByID.AddModifier(SingletonMonoBehaviour <ModifierModel> .Instance.mGameData.MasterBuff, -1); } BattleEntity entity = __instance.GenerateEntity(chrByID, team, i); __instance.AddEntity(entity); } } // 返回false表示不执行原方法 return(false); }