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Version 2.11.0
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DebuffSlot structure

One active debuff’s render state for a meter row’s trailing 2×2 debuff block.

public struct DebuffSlot : IEquatable<DebuffSlot>
parameter description
IconTexture Opaque UnityEngine.Texture2D handle (or null while loading / unavailable).
IconUv UV sub-rect of the icon within its atlas/texture (0..1, bottom-left origin).
Stacks Current stack/layer count; a “×N” badge is drawn only when > 1.
RemainFraction Fraction of the debuff’s duration still remaining: 1 = just applied (or permanent), 0 = expired. Drives the radial sweep (the renderer darkens the elapsed 1 - RemainFraction arc).
Present True when this cell has a status effect to draw.
IsBuff True for a BUFF (rendered with a green accent frame); false for a DEBUFF (red frame). The block mixes both kinds — this is the per-cell colour signal (owner 2026-09-24).
name description
DebuffSlot(…) One active debuff’s render state for a meter row’s trailing 2×2 debuff block.
static readonly None Empty cell — nothing to render.
IconTexture { get; set; } Opaque UnityEngine.Texture2D handle (or null while loading / unavailable).
IconUv { get; set; } UV sub-rect of the icon within its atlas/texture (0..1, bottom-left origin).
IsBuff { get; set; } True for a BUFF (rendered with a green accent frame); false for a DEBUFF (red frame). The block mixes both kinds — this is the per-cell colour signal (owner 2026-09-24).
Present { get; set; } True when this cell has a status effect to draw.
RemainFraction { get; set; } Fraction of the debuff’s duration still remaining: 1 = just applied (or permanent), 0 = expired. Drives the radial sweep (the renderer darkens the elapsed 1 - RemainFraction arc).
Stacks { get; set; } Current stack/layer count; a “×N” badge is drawn only when > 1.