An open source Danmaku development kit for Unity3D.
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Fixes docs capitlization error

authored by

Phillip Spiess and committed by
James Liu
678a3063 4f2c5fbb

+6 -6
+6 -6
docs/guides/getting_started/firing_your_first_bullet.md
··· 17 17 1. Select `File -> New Scene` to create a new scene 18 18 19 19 1. Create an empty game object in the scene. Click `Add Component` and add a 20 - @Danmaku.DanmakuManager component to the scene. 20 + @DanmakU.DanmakuManager component to the scene. 21 21 22 22 Name it `Danmaku Manager` (the name isn't actually important, but it helps 23 23 disambiguate it in the scene.) 24 24 25 - The @Danmaku.DanmakuManager manages the danmaku (bullets) in your scene, and 25 + The @DanmakU.DanmakuManager manages the danmaku (bullets) in your scene, and 26 26 it controls the bounds for danmaku.. 27 27 28 28 Keep everything default for now. Later, you can use the Center and Extents ··· 33 33 without one.** 34 34 35 35 1. Add another empty game object to the scene. This time, add a 36 - @Danmaku.DanmakuPrefab component to the object. 36 + @DanmakU.DanmakuPrefab component to the object. 37 37 38 38 Name it `Danmaku Prefab`. This object will be the template we use for our bullets. 39 39 40 - @Danmaku.DanmakuPrefab defines a bullet type for your game. It contains a 40 + @DanmakU.DanmakuPrefab defines a bullet type for your game. It contains a 41 41 reference to the shader, sprite (or mesh), and collision information for 42 42 that bullet type. 43 43 ··· 48 48 `Default Sprite Danmaku`. Drag this to the `Rendering->Shader` property for the 49 49 `Danmaku Prefab` game object. Leave all the other fields their default values. 50 50 51 - 1. Add a third empty game object. Add a @Danmaku.DanmakuEmitter component to it. 51 + 1. Add a third empty game object. Add a @DanmakU.DanmakuEmitter component to it. 52 52 53 53 Name it `Danmaku Emitter`. Make sure it is positioned at (0, 0, 0), as bullets 54 54 will be emitted from it. 55 55 56 - The @Danmaku.DanmakuEmitter class is a simple bullet emitter meant to be a 56 + The @DanmakU.DanmakuEmitter class is a simple bullet emitter meant to be a 57 57 jumping off point for your own emitter types. It shows how you can compose 58 58 many behaviors together to create different patterns. 59 59