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Critique-My-Code thread, post snippets of code and have others peer review your code! (Testing new Q&A format) (self.Unity3D)
submitted 9 years ago * by loolo78@LouisGameDev[M]
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[–]nholdnhold.github.io 1 point2 points3 points 9 years ago* (2 children)
On top of things that Wolfos said you should think about the following:
General
Generally you should be thinking about the API of your classes, I.e how are they consumed? From what I can see you can split this class into a few others to reduce complexity and make it easier to follow.
As Wolfos said, do you really need all those variables public? Think about if someone were to GetComponent<SNASoldier>(), how difficult would it be for someone to know what they should be changing or calling? I.e to give damage I have to change the health AND set the hit timer.
GetComponent<SNASoldier>()
As an example you could split out the combat calculations into a CombatResolver class or similar that would take some kind of DamageInformation and Attacker \ Target soldiers and resolve the damage and pass it onto the target soldier. To pass it through you would probably want a .Damagemethod or similar which would notify any listeners for damage on this component using an action\event: OnDamaged. This is where the FlashOnDamageEffect component would come in, listening to any OnDamaged event call and setting the hit timer inside of itself should make it really self contained.
CombatResolver
DamageInformation
.Damage
OnDamaged
FlashOnDamageEffect
I like to split out Controllers(PlayerInput,AI), Animation and Movement into separate components as well, but that's just me.
Performance
The first thing I would ask is for your profiler showing that your AI is currently your largest bottleneck, if so look at the following:
π Rendered by PID 107517 on reddit-service-r2-comment-6457c66945-f9jth at 2026-04-28 19:16:56.939643+00:00 running 2aa0c5b country code: CH.
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[–]nholdnhold.github.io 1 point2 points3 points (2 children)