Modular 3D Ranks
  • Getting Started
  • ๐Ÿ‘๏ธThe Inspector
    • โšซMaterial Shortcuts
  • ๐ŸŽ–๏ธRank
    • โญIcon
      • Create New Icon
    • ๐Ÿ”ณBorder
      • Create New Border
      • โ—พInside
    • ๐ŸชฝWings
      • Create New Wings
  • ๐ŸงบSpawn Animations
    • Create New Spawn Animation
  • ๐Ÿ“œScripting References
    • class Rank
      • struct Body
        • struct Inside
        • enum ExitAnimationType
        • enum EntryAnimationType
    • public class Wing
  • Just FYI
    • Full Mesh Information
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  1. Scripting References

class Rank

public Variables
Description

After applying the rank, how long should it wait before removing the previous icon.

The delay before applying this rank's icon after removing the previous one.

After applying the rank, how long should it wait before removing the previous border.

The delay before applying this rank's border after removing the previous one.

How long do fractured pieces last after using physics to exit the border. Here, x is the minimum and y is the maximum lifetime of the pieces.

When using physics explosion to exit border, how powerful the explosion should be.

When using physics explosion to exit border, what should be the radius of the explosion.

When using physics explosion to exit border, what should be the upwards force of the explosion.

How the new border for this rank should enter.

When this is false, if this rank has the same border as the previous one, animation will be skipped.

After applying the rank, how long should it wait before removing the previous inside.

How long do fractured pieces last after using physics to exit the inside. Here, x is the minimum and y is the maximum lifetime of the pieces.

When using physics explosion to exit inside, how powerful the explosion should be.

When using physics explosion to exit inside, what should be the radius of the explosion.

When using physics explosion to exit inside, what should be the upwards force of the explosion

When this is false, if this rank has the same inside as the previous one, animation will be skipped.

PreviousScripting ReferencesNextstruct Body

Last updated 2 months ago

๐Ÿ“œ
string name;
int icon;
Material iconPrimaryMat;
Material iconSecondaryMat;
float oldIconExitDelay;
float newIconEntryDelay;
int border;
int border;        
Material borderMat;
float oldBorderExitDelay;
float newBorderEntryDelay;
ExitAnimationType oldBorderExitAnimationType;
Vector2 oldBorderExitAnimation_physics_fracturedPiecesLifeTime;
float oldBorderExitAnimation_physics_explosionForce;
float oldBorderExitAnimation_physics_explosionRadius;
float oldBorderExitAnimation_physics_explosionUpwardsForce;
EntryAnimationType newBorderEntryAnimationType;
bool transitionToSameBorder
Inside inside;
Material insideMat;
float oldInsideExitDelay
ExitAnimationType oldInsideExitAnimationType;
Vector2 oldInsideExitAnimation_physics_fracturedPiecesLifeTime;
float oldInsideExitAnimation_physics_explosionForce
float oldInsideExitAnimation_physics_explosionRadius
float oldInsideExitAnimation_physics_explosionUpwardsForce
float newInsideEntryDelay
EntryAnimationType newInsideEntryAnimationType;
bool transitionToSameInside
int wings
Material wingsMat;
float oldWingsExitAnimationStartDelay;
float oldWingsExitPositionAnimationDuration;
AnimationCurve oldWingsExitMovementCurve;
float newWingsEntryAnimationStartDelay
float newWingsStartPositionAnimationDuration
AnimationCurve newWingsInMovementCurve;