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); }