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Version 2.11.0
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ImagineSlot structure

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).