One equipped Battle Imagine’s render state for a meter row’s trailing icons.
public struct ImagineSlot : IEquatable<ImagineSlot>
| 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). |
| CooldownFraction |
Recharge progress of the next charge: 0 = ready, 1 = just used. Drives the radial sweep. |
| RemainingSeconds |
Whole seconds until the next charge is ready (0 when ready). |
| ChargesAvailable |
Currently usable charges. |
| ChargeCount |
Max charges (badge shown only when > 1). |
| Inferred |
True when this is an observed-cast guess for another player (vs authoritative self data). |
| name |
description |
| ImagineSlot(…) |
One equipped Battle Imagine’s render state for a meter row’s trailing icons. |
| static readonly None |
Empty slot — nothing to render. |
| ChargeCount { get; set; } |
Max charges (badge shown only when > 1). |
| ChargesAvailable { get; set; } |
Currently usable charges. |
| CooldownFraction { get; set; } |
Recharge progress of the next charge: 0 = ready, 1 = just used. Drives the radial sweep. |
| HasImagine { get; } |
True when this slot has an Imagine to draw. |
| 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). |
| Inferred { get; set; } |
True when this is an observed-cast guess for another player (vs authoritative self data). |
| RemainingSeconds { get; set; } |
Whole seconds until the next charge is ready (0 when ready). |