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