class Rank
string name;
int icon;
Material iconPrimaryMat;
Material iconSecondaryMat;
float oldIconExitDelay;
After applying the rank, how long should it wait before removing the previous icon.
float newIconEntryDelay;
The delay before applying this rank's icon after removing the previous one.
int border;
int border;
Material borderMat;
float oldBorderExitDelay;
After applying the rank, how long should it wait before removing the previous border.
float newBorderEntryDelay;
The delay before applying this rank's border after removing the previous one.
ExitAnimationType oldBorderExitAnimationType;
Vector2 oldBorderExitAnimation_physics_fracturedPiecesLifeTime;
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.
float oldBorderExitAnimation_physics_explosionForce;
When using physics explosion to exit border, how powerful the explosion should be.
float oldBorderExitAnimation_physics_explosionRadius;
When using physics explosion to exit border, what should be the radius of the explosion.
float oldBorderExitAnimation_physics_explosionUpwardsForce;
When using physics explosion to exit border, what should be the upwards force of the explosion.
EntryAnimationType newBorderEntryAnimationType;
How the new border for this rank should enter.
bool transitionToSameBorder
When this is false, if this rank has the same border as the previous one, animation will be skipped.
Inside inside;
Material insideMat;
float oldInsideExitDelay
After applying the rank, how long should it wait before removing the previous inside.
ExitAnimationType oldInsideExitAnimationType;
Vector2 oldInsideExitAnimation_physics_fracturedPiecesLifeTime;
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.
float oldInsideExitAnimation_physics_explosionForce
When using physics explosion to exit inside, how powerful the explosion should be.
float oldInsideExitAnimation_physics_explosionRadius
When using physics explosion to exit inside, what should be the radius of the explosion.
float oldInsideExitAnimation_physics_explosionUpwardsForce
When using physics explosion to exit inside, what should be the upwards force of the explosion
float newInsideEntryDelay
EntryAnimationType newInsideEntryAnimationType;
bool transitionToSameInside
When this is false, if this rank has the same inside as the previous one, animation will be skipped.
int wings
Material wingsMat;
float oldWingsExitAnimationStartDelay;
float oldWingsExitPositionAnimationDuration;
AnimationCurve oldWingsExitMovementCurve;
float newWingsEntryAnimationStartDelay
float newWingsStartPositionAnimationDuration
AnimationCurve newWingsInMovementCurve;
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