using System; using System.Collections.Generic; using UnityEngine.Serialization; namespace YachtDice.Modifiers.Runtime { [Serializable] public class ModifierSaveEntry { [FormerlySerializedAs("ModifierId")] public string modifierId; [FormerlySerializedAs("IsActive")] public bool isActive; [FormerlySerializedAs("RemainingUses")] public int remainingUses; [FormerlySerializedAs("Stacks")] public int stacks; [FormerlySerializedAs("CustomState")] public List customState = new(); } [Serializable] public class CustomStateEntry { [FormerlySerializedAs("Key")] public string key; [FormerlySerializedAs("Value")] public float value; } }