using KernelPanic.Core; using UnityEngine; namespace KernelPanic.Data { /// /// Defines serialized status effect metadata and future stacking behavior. /// public sealed class StatusEffectDefinition : ScriptableObject { [SerializeField] private StatusType statusType; [SerializeField] private string stackingBehavior; public StatusType StatusType => statusType; public string StackingBehavior => stackingBehavior; } }