void SpawnDanmaku(Row row)
    {
        Debug.Log(row.ToString());
        GameObject clone;

        switch (row.danmakuType)
        {
        case 1:
            // Aimming Bullet
            clone = Instantiate(AimingBullet, spawn.transform.position, spawn.transform.rotation);
            break;

        case 2:
        default:
            // Direct Bullet
            clone = Instantiate(DirectBullet, spawn.transform.position, spawn.transform.rotation);
            break;
        }
        BaseBullet bullet = clone.GetComponent <BaseBullet>();

        // Debug.Log(bullet.ToString());
        bullet.LoadFire();
        bullet.Fire(bulletSpeed);
    }