Bullet libraries serve as catalogues for your bullet- and emitter-presets to identify them by a name and to group them in distinct units.
You can create a bullet library by selecting the option "Assets -> Create -> Danmaku Engine -> Bullet Library" from the main-menu or "Create -> Danmaku Engine -> Bullet Library" from the context-menu in the project hierarchy (right-click in the "Project"-window).
You can add as many emitter- and bullet-presets as you want but note that you have to define at least the corresponding default presets.
This preset defines the emitter which will be used by default.
A set of additional emitter presets which can be referenced in DanmakuJSON.
This preset defines the bullet which will be used by default.
A set of additional bullet presets which can be referenced in DanmakuJSON.
Every preset consists of the following parameters:
The unique identifier of this preset which can be referenced in DanmakuJSON.
Note, that the identifiers only have to be unique inside the corresponding bullet library.
A reference to the Prefab which will be spawned during runtime.
Note, that emitter-presets require a GameObject with an attached DanmakuEmitter-component and bullet-presets require the DanmakuBullet-component.
Destroy When Invisible
Determines if the GameObject will automatically be destroyed once it became invisible.
Note, that this parameter only takes effect if you have one of Unity's renderer-components (e.g. SpriteRenderer or MeshRenderer) attached to your Prefab.
How bullet- and emitter-presets are determined
Unless you don't override the default behaviour of your DanmakuContexts, the keys of your bullet-sources will be used to identify a preset. However, if you define a bullet-source which you want to refer to a preset with a different key, you can add the property "preset" in your DanmakuJSON-file.
If no preset with the provided key can be found, the default-preset you have defined in your bullet librabry will be used.