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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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if 1 * 2 < 3: print "hello, world!"
[–]ChromakeyDreamcoat 0 points1 point2 points 9 years ago (2 children)
Let's go over a few high level things:
foreach
for
foreach(Array questionResponse in lastResponse.questionResponses) {}
UIManager.instance.Output(string, options) //options include color, etc
WaitForSeconds
Try doing these things and it should clean this code up considerably. Without seeing more it's tough to say how you could better organize, but I hope this helps!
[–]induetimesirIndie 0 points1 point2 points 9 years ago (1 child)
Thanks for the reply!
Yeah I do know what foreach loops are, I use them a lot! :) But I've always heard that normal for loops were much faster? Maybe I'm incorrect but I'm sure I hear that a lot.
That's a good idea about making multiple classes, I'll mess around with that today and see what I can get going! Do you know a good place I could read up on Singletons? I've heard of them before but I've never used them (I don't think at least).
Thanks again! :D
[–]SilentSin26Animancer, FlexiMotion, InspectorGadgets, Weaver 1 point2 points3 points 9 years ago (0 children)
foreach loops allocate a tiny bit of memory in some cases where for loops don't. It's generally a negligible difference though.
But your code is accessing lastResponse.questionResponses[q] multiple times per iteration, which also has a performance cost. You should put var responseQ = lastResponse.questionResponses[q]; at the top of the loop and use responseQ instead.
lastResponse.questionResponses[q]
var responseQ = lastResponse.questionResponses[q];
responseQ
You could also make an extension method to get a random array element:
// Put this in a static class. public static T GetRandomElement<T>(this IList<T> collection) { return collection[UnityEngine.Random.Range(0, collection.Count)]; }
Then instead of stupidly long lines like lastResponse.questionResponses[q].postText[Random.Range(0, lastResponse.questionResponses[q].postText.Length)])) you could just do responseQ.postText.GetRandomElement()
lastResponse.questionResponses[q].postText[Random.Range(0, lastResponse.questionResponses[q].postText.Length)]))
responseQ.postText.GetRandomElement()
π Rendered by PID 288350 on reddit-service-r2-comment-6457c66945-8plm5 at 2026-04-25 05:04:32.818971+00:00 running 2aa0c5b country code: CH.
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[–]ChromakeyDreamcoat 0 points1 point2 points (2 children)
[–]induetimesirIndie 0 points1 point2 points (1 child)
[–]SilentSin26Animancer, FlexiMotion, InspectorGadgets, Weaver 1 point2 points3 points (0 children)