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Optimizing very lengthy code with a lot of if statements

Time:05-21

I am coding a game in Unity and I would like help optimizing horribly messy code that I don't know how to optimize. I'm thinking that maybe a for loop would help, but I apparently am bad at using for loops. Here is the code in question:

using System.Collections;
using System.Collections.Generic;
using UnityEngine;

class listComparer : IComparer<int>
{
    public int Compare(int x, int y)
    {
        if (x == 0 || y == 0)
        {
            return 0;
        }

        // CompareTo() method
        return x.CompareTo(y);

    }
}

public class battleController : MonoBehaviour
{
    //Enemies
    public GameObject activeEnemies;

    //Text Box
    public battleTextBox daTextBox;

    //Getting data from beforehand
    public string enemy1ID;
    public string enemy2ID;
    public string enemy3ID;
    public string enemy4ID;
    public string enemy5ID;
    public string enemy6ID;

    public string flavorText;

    //enemy speeds
    public int enemy1speed;
    public int enemy2speed;
    public int enemy3speed;
    public int enemy4speed;
    public int enemy5speed;
    public int enemy6speed;

    public int totalTurnOrder;

    public bool texting;

    //The protagonists
    public characterstats Micheal;
    public characterstats Zage;
    public characterstats Orego;

    void Start()
    {
        StartCoroutine("RealStart");
    }

    IEnumerator RealStart()
    {
        // Getting all speed values
        enemy1speed = activeEnemies.transform.Find(enemy1ID).gameObject.GetComponent<enemyStats>().speed;

        if (enemy2ID != "none")
        {
            enemy2speed = activeEnemies.transform.Find(enemy2ID).gameObject.GetComponent<enemyStats>().speed;
        }
        else
        {
            enemy2speed = -1;
        }

        if (enemy3ID != "none")
        {
            enemy3speed = activeEnemies.transform.Find(enemy3ID).gameObject.GetComponent<enemyStats>().speed;
        }
        else
        {
            enemy3speed = -1;
        }

        if (enemy4ID != "none")
        {
            enemy4speed = activeEnemies.transform.Find(enemy4ID).gameObject.GetComponent<enemyStats>().speed;
        }
        else
        {
            enemy4speed = -1;
        }

        if (enemy5ID != "none")
        {
            enemy5speed = activeEnemies.transform.Find(enemy5ID).gameObject.GetComponent<enemyStats>().speed;
        }
        else
        {
            enemy5speed = -1;
        }

        if (enemy6ID != "none")
        {
            enemy6speed = activeEnemies.transform.Find(enemy6ID).gameObject.GetComponent<enemyStats>().speed;
        }
        else
        {
            enemy6speed = -1;
        }

        List<int> speeds = new List<int>();

        speeds.Add(enemy1speed);

        if (enemy2speed != -1)
        {
            speeds.Add(enemy2speed);
        }

        if (enemy3speed != -1)
        {
            speeds.Add(enemy3speed);
        }

        if (enemy4speed != -1)
        {
            speeds.Add(enemy4speed);
        }

        if (enemy5speed != -1)
        {
            speeds.Add(enemy5speed);
        }

        if (enemy6speed != -1)
        {
            speeds.Add(enemy6speed);
        }

        speeds.Add(Micheal.speed);
        speeds.Add(Zage.speed);
        speeds.Add(Orego.speed);

        listComparer speedSort = new listComparer();

        speeds.Sort(speedSort);

        if (speeds.IndexOf(enemy1speed) == 0)
        {
            activeEnemies.transform.Find(enemy1ID).gameObject.GetComponent<enemyStats>().turnOrder = 1;
        }

        if (speeds.IndexOf(enemy2speed) == 0)
        {
            activeEnemies.transform.Find(enemy2ID).gameObject.GetComponent<enemyStats>().turnOrder = 1;
        }

        if (speeds.IndexOf(enemy3speed) == 0)
        {
            activeEnemies.transform.Find(enemy3ID).gameObject.GetComponent<enemyStats>().turnOrder = 1;
        }

        if (speeds.IndexOf(enemy4speed) == 0)
        {
            activeEnemies.transform.Find(enemy4ID).gameObject.GetComponent<enemyStats>().turnOrder = 1;
        }

        if (speeds.IndexOf(enemy5speed) == 0)
        {
            activeEnemies.transform.Find(enemy5ID).gameObject.GetComponent<enemyStats>().turnOrder = 1;
        }

        if (speeds.IndexOf(enemy6speed) == 0)
        {
            activeEnemies.transform.Find(enemy6ID).gameObject.GetComponent<enemyStats>().turnOrder = 1;
        }

        if (speeds.IndexOf(Micheal.speed) == 0)
        {
            Micheal.turnOrder = 1;
        }

        if (speeds.IndexOf(Zage.speed) == 0)
        {
            Zage.turnOrder = 1;
        }

        if (speeds.IndexOf(Orego.speed) == 0)
        {
            Orego.turnOrder = 1;
        }


        if (speeds.IndexOf(enemy1speed) == 1)
        {
            activeEnemies.transform.Find(enemy1ID).gameObject.GetComponent<enemyStats>().turnOrder = 2;
        }

        if (speeds.IndexOf(enemy2speed) == 1)
        {
            activeEnemies.transform.Find(enemy2ID).gameObject.GetComponent<enemyStats>().turnOrder = 2;
        }

        if (speeds.IndexOf(enemy3speed) == 1)
        {
            activeEnemies.transform.Find(enemy3ID).gameObject.GetComponent<enemyStats>().turnOrder = 2;
        }

        if (speeds.IndexOf(enemy4speed) == 1)
        {
            activeEnemies.transform.Find(enemy4ID).gameObject.GetComponent<enemyStats>().turnOrder = 2;
        }

        if (speeds.IndexOf(enemy5speed) == 1)
        {
            activeEnemies.transform.Find(enemy5ID).gameObject.GetComponent<enemyStats>().turnOrder = 2;
        }

        if (speeds.IndexOf(enemy6speed) == 1)
        {
            activeEnemies.transform.Find(enemy6ID).gameObject.GetComponent<enemyStats>().turnOrder = 2;
        }

        if (speeds.IndexOf(Micheal.speed) == 1)
        {
            Micheal.turnOrder = 2;
        }

        if (speeds.IndexOf(Zage.speed) == 1)
        {
            Zage.turnOrder = 2;
        }

        if (speeds.IndexOf(Orego.speed) == 1)
        {
            Orego.turnOrder = 2;
        }


        if (speeds.IndexOf(enemy1speed) == 2)
        {
            activeEnemies.transform.Find(enemy1ID).gameObject.GetComponent<enemyStats>().turnOrder = 3;
        }

        if (speeds.IndexOf(enemy2speed) == 2)
        {
            activeEnemies.transform.Find(enemy2ID).gameObject.GetComponent<enemyStats>().turnOrder = 3;
        }

        if (speeds.IndexOf(enemy3speed) == 2)
        {
            activeEnemies.transform.Find(enemy3ID).gameObject.GetComponent<enemyStats>().turnOrder = 3;
        }

        if (speeds.IndexOf(enemy4speed) == 2)
        {
            activeEnemies.transform.Find(enemy4ID).gameObject.GetComponent<enemyStats>().turnOrder = 3;
        }

        if (speeds.IndexOf(enemy5speed) == 2)
        {
            activeEnemies.transform.Find(enemy5ID).gameObject.GetComponent<enemyStats>().turnOrder = 3;
        }

        if (speeds.IndexOf(enemy6speed) == 2)
        {
            activeEnemies.transform.Find(enemy6ID).gameObject.GetComponent<enemyStats>().turnOrder = 3;
        }

        if (speeds.IndexOf(Micheal.speed) == 2)
        {
            Micheal.turnOrder = 3;
        }

        if (speeds.IndexOf(Zage.speed) == 2)
        {
            Zage.turnOrder = 3;
        }

        if (speeds.IndexOf(Orego.speed) == 2)
        {
            Orego.turnOrder = 3;
        }


        if (speeds.IndexOf(enemy1speed) == 3)
        {
            activeEnemies.transform.Find(enemy1ID).gameObject.GetComponent<enemyStats>().turnOrder = 4;
        }

        if (speeds.IndexOf(enemy2speed) == 3)
        {
            activeEnemies.transform.Find(enemy2ID).gameObject.GetComponent<enemyStats>().turnOrder = 4;
        }

        if (speeds.IndexOf(enemy3speed) == 3)
        {
            activeEnemies.transform.Find(enemy3ID).gameObject.GetComponent<enemyStats>().turnOrder = 4;
        }

        if (speeds.IndexOf(enemy4speed) == 3)
        {
            activeEnemies.transform.Find(enemy4ID).gameObject.GetComponent<enemyStats>().turnOrder = 4;
        }

        if (speeds.IndexOf(enemy5speed) == 3)
        {
            activeEnemies.transform.Find(enemy5ID).gameObject.GetComponent<enemyStats>().turnOrder = 4;
        }

        if (speeds.IndexOf(enemy6speed) == 3)
        {
            activeEnemies.transform.Find(enemy6ID).gameObject.GetComponent<enemyStats>().turnOrder = 4;
        }

        if (speeds.IndexOf(Micheal.speed) == 3)
        {
            Micheal.turnOrder = 4;
        }

        if (speeds.IndexOf(Zage.speed) == 3)
        {
            Zage.turnOrder = 4;
        }

        if (speeds.IndexOf(Orego.speed) == 3)
        {
            Orego.turnOrder = 4;
        }


        if (speeds.IndexOf(enemy1speed) == 4)
        {
            activeEnemies.transform.Find(enemy1ID).gameObject.GetComponent<enemyStats>().turnOrder = 5;
        }

        if (speeds.IndexOf(enemy2speed) == 4)
        {
            activeEnemies.transform.Find(enemy2ID).gameObject.GetComponent<enemyStats>().turnOrder = 5;
        }

        if (speeds.IndexOf(enemy3speed) == 4)
        {
            activeEnemies.transform.Find(enemy3ID).gameObject.GetComponent<enemyStats>().turnOrder = 5;
        }

        if (speeds.IndexOf(enemy4speed) == 4)
        {
            activeEnemies.transform.Find(enemy4ID).gameObject.GetComponent<enemyStats>().turnOrder = 5;
        }

        if (speeds.IndexOf(enemy5speed) == 4)
        {
            activeEnemies.transform.Find(enemy5ID).gameObject.GetComponent<enemyStats>().turnOrder = 5;
        }

        if (speeds.IndexOf(enemy6speed) == 4)
        {
            activeEnemies.transform.Find(enemy6ID).gameObject.GetComponent<enemyStats>().turnOrder = 5;
        }

        if (speeds.IndexOf(Micheal.speed) == 4)
        {
            Micheal.turnOrder = 5;
        }

        if (speeds.IndexOf(Zage.speed) == 4)
        {
            Zage.turnOrder = 5;
        }

        if (speeds.IndexOf(Orego.speed) == 4)
        {
            Orego.turnOrder = 5;
        }


        if (speeds.IndexOf(enemy1speed) == 5)
        {
            activeEnemies.transform.Find(enemy1ID).gameObject.GetComponent<enemyStats>().turnOrder = 6;
        }

        if (speeds.IndexOf(enemy2speed) == 5)
        {
            activeEnemies.transform.Find(enemy2ID).gameObject.GetComponent<enemyStats>().turnOrder = 6;
        }

        if (speeds.IndexOf(enemy3speed) == 5)
        {
            activeEnemies.transform.Find(enemy3ID).gameObject.GetComponent<enemyStats>().turnOrder = 6;
        }

        if (speeds.IndexOf(enemy4speed) == 5)
        {
            activeEnemies.transform.Find(enemy4ID).gameObject.GetComponent<enemyStats>().turnOrder = 6;
        }

        if (speeds.IndexOf(enemy5speed) == 5)
        {
            activeEnemies.transform.Find(enemy5ID).gameObject.GetComponent<enemyStats>().turnOrder = 6;
        }

        if (speeds.IndexOf(enemy6speed) == 5)
        {
            activeEnemies.transform.Find(enemy6ID).gameObject.GetComponent<enemyStats>().turnOrder = 6;
        }

        if (speeds.IndexOf(Micheal.speed) == 5)
        {
            Micheal.turnOrder = 6;
        }

        if (speeds.IndexOf(Zage.speed) == 5)
        {
            Zage.turnOrder = 6;
        }

        if (speeds.IndexOf(Orego.speed) == 5)
        {
            Orego.turnOrder = 6;
        }


        if (speeds.IndexOf(enemy1speed) == 6)
        {
            activeEnemies.transform.Find(enemy1ID).gameObject.GetComponent<enemyStats>().turnOrder = 7;
        }

        if (speeds.IndexOf(enemy2speed) == 6)
        {
            activeEnemies.transform.Find(enemy2ID).gameObject.GetComponent<enemyStats>().turnOrder = 7;
        }

        if (speeds.IndexOf(enemy3speed) == 6)
        {
            activeEnemies.transform.Find(enemy3ID).gameObject.GetComponent<enemyStats>().turnOrder = 7;
        }

        if (speeds.IndexOf(enemy4speed) == 6)
        {
            activeEnemies.transform.Find(enemy4ID).gameObject.GetComponent<enemyStats>().turnOrder = 7;
        }

        if (speeds.IndexOf(enemy5speed) == 6)
        {
            activeEnemies.transform.Find(enemy5ID).gameObject.GetComponent<enemyStats>().turnOrder = 7;
        }

        if (speeds.IndexOf(enemy6speed) == 6)
        {
            activeEnemies.transform.Find(enemy6ID).gameObject.GetComponent<enemyStats>().turnOrder = 7;
        }

        if (speeds.IndexOf(Micheal.speed) == 6)
        {
            Micheal.turnOrder = 7;
        }

        if (speeds.IndexOf(Zage.speed) == 6)
        {
            Zage.turnOrder = 7;
        }

        if (speeds.IndexOf(Orego.speed) == 6)
        {
            Orego.turnOrder = 7;
        }


        if (speeds.IndexOf(enemy1speed) == 7)
        {
            activeEnemies.transform.Find(enemy1ID).gameObject.GetComponent<enemyStats>().turnOrder = 8;
        }

        if (speeds.IndexOf(enemy2speed) == 7)
        {
            activeEnemies.transform.Find(enemy2ID).gameObject.GetComponent<enemyStats>().turnOrder = 8;
        }

        if (speeds.IndexOf(enemy3speed) == 7)
        {
            activeEnemies.transform.Find(enemy3ID).gameObject.GetComponent<enemyStats>().turnOrder = 8;
        }

        if (speeds.IndexOf(enemy4speed) == 7)
        {
            activeEnemies.transform.Find(enemy4ID).gameObject.GetComponent<enemyStats>().turnOrder = 8;
        }

        if (speeds.IndexOf(enemy5speed) == 7)
        {
            activeEnemies.transform.Find(enemy5ID).gameObject.GetComponent<enemyStats>().turnOrder = 8;
        }

        if (speeds.IndexOf(enemy6speed) == 7)
        {
            activeEnemies.transform.Find(enemy6ID).gameObject.GetComponent<enemyStats>().turnOrder = 8;
        }

        if (speeds.IndexOf(Micheal.speed) == 7)
        {
            Micheal.turnOrder = 8;
        }

        if (speeds.IndexOf(Zage.speed) == 7)
        {
            Zage.turnOrder = 8;
        }

        if (speeds.IndexOf(Orego.speed) == 7)
        {
            Orego.turnOrder = 8;
        }


        if (speeds.IndexOf(enemy1speed) == 8)
        {
            activeEnemies.transform.Find(enemy1ID).gameObject.GetComponent<enemyStats>().turnOrder = 9;
        }

        if (speeds.IndexOf(enemy2speed) == 8)
        {
            activeEnemies.transform.Find(enemy2ID).gameObject.GetComponent<enemyStats>().turnOrder = 9;
        }

        if (speeds.IndexOf(enemy3speed) == 8)
        {
            activeEnemies.transform.Find(enemy3ID).gameObject.GetComponent<enemyStats>().turnOrder = 9;
        }

        if (speeds.IndexOf(enemy4speed) == 8)
        {
            activeEnemies.transform.Find(enemy4ID).gameObject.GetComponent<enemyStats>().turnOrder = 9;
        }

        if (speeds.IndexOf(enemy5speed) == 8)
        {
            activeEnemies.transform.Find(enemy5ID).gameObject.GetComponent<enemyStats>().turnOrder = 9;
        }

        if (speeds.IndexOf(enemy6speed) == 8)
        {
            activeEnemies.transform.Find(enemy6ID).gameObject.GetComponent<enemyStats>().turnOrder = 9;
        }

        if (speeds.IndexOf(Micheal.speed) == 8)
        {
            Micheal.turnOrder = 9;
        }

        if (speeds.IndexOf(Zage.speed) == 8)
        {
            Zage.turnOrder = 9;
        }

        if (speeds.IndexOf(Orego.speed) == 8)
        {
            Orego.turnOrder = 9;
        }

        totalTurnOrder = speeds.Count;

        if (activeEnemies.transform.Find(enemy1ID).gameObject.GetComponent<enemyStats>().turnOrder == totalTurnOrder ||
            activeEnemies.transform.Find(enemy2ID).gameObject.GetComponent<enemyStats>().turnOrder == totalTurnOrder ||
            activeEnemies.transform.Find(enemy3ID).gameObject.GetComponent<enemyStats>().turnOrder == totalTurnOrder ||
            activeEnemies.transform.Find(enemy4ID).gameObject.GetComponent<enemyStats>().turnOrder == totalTurnOrder ||
            activeEnemies.transform.Find(enemy5ID).gameObject.GetComponent<enemyStats>().turnOrder == totalTurnOrder ||
            activeEnemies.transform.Find(enemy6ID).gameObject.GetComponent<enemyStats>().turnOrder == totalTurnOrder)
        {
            texting = true;
            StartCoroutine(daTextBox.PrintText(flavorText, 2, 3f, 0.025f));
            yield return new WaitWhile(() => texting);
        }

        if (activeEnemies.transform.Find(enemy1ID).gameObject.GetComponent<enemyStats>().turnOrder == totalTurnOrder)
        {
            activeEnemies.transform.Find(enemy1ID).gameObject.GetComponent<enemyStats>().myTurn();
        }

        if (activeEnemies.transform.Find(enemy2ID).gameObject.GetComponent<enemyStats>().turnOrder == totalTurnOrder)
        {
            activeEnemies.transform.Find(enemy2ID).gameObject.GetComponent<enemyStats>().myTurn();
        }

        if (activeEnemies.transform.Find(enemy3ID).gameObject.GetComponent<enemyStats>().turnOrder == totalTurnOrder)
        {
            activeEnemies.transform.Find(enemy3ID).gameObject.GetComponent<enemyStats>().myTurn();
        }

        if (activeEnemies.transform.Find(enemy4ID).gameObject.GetComponent<enemyStats>().turnOrder == totalTurnOrder)
        {
            activeEnemies.transform.Find(enemy4ID).gameObject.GetComponent<enemyStats>().myTurn();
        }

        if (activeEnemies.transform.Find(enemy5ID).gameObject.GetComponent<enemyStats>().turnOrder == totalTurnOrder)
        {
            activeEnemies.transform.Find(enemy5ID).gameObject.GetComponent<enemyStats>().myTurn();
        }


        if (activeEnemies.transform.Find(enemy6ID).gameObject.GetComponent<enemyStats>().turnOrder == totalTurnOrder)
        {
            activeEnemies.transform.Find(enemy6ID).gameObject.GetComponent<enemyStats>().myTurn();
        }

        if (Micheal.turnOrder == totalTurnOrder)
        {
            Micheal.myTurn();
        }

        if (Zage.turnOrder == totalTurnOrder)
        {
            Zage.myTurn();
        }

        if (Orego.turnOrder == totalTurnOrder)
        {
            Orego.myTurn();
        }

        if (Micheal.turnIsMine == true || Zage.turnIsMine == true || Orego.turnIsMine == true)
        {
            StartCoroutine(daTextBox.PrintText(flavorText, 2, 3f, 0.025f));
        }
    }
}

Thank you so much to anyone who figures this out. P.S. This code is for determining the turn order in an RPG battle system

CodePudding user response:

I would recommend searching about object oriented architecture and trying to create an Enemy class. Then, you can create a List and iterate through each enemy as such:

int highestSpeed = -1;
Enemy fastestEnemy = -1;
foreach(Enemy enemy in Enemies) {
    if(enemy.speed > highestSpeed) {
        highestSpeed = enemy.speed;
        fastestEnemy = enemy;
    }
}
if(fastestEnemy == null)
    //no enemy had a speed higher than -1

Alternatively, if you want a simpler approach, put the ids and speeds into an array and do the same thing:

public string[] EnemyIDs = new string[6];

EnemyIDs[0] = .....
EnemyIDs[1] = .....
//So on and so forth, remembering that arrays are zero based, so EnemyIDs[0] is the first element of the array, and that EnemyIDs[6] is not going to work, since it will be accessing the 7th object of a size 6 array (Out of bounds exception)

public int[] EnemySpeeds = new int[6];
for(int i = 0; i < 6; i  ) {
    if(EnemyIDs[i] == "None")
        EnemySpeeds[i] = -1;
    else
        EnemySpeeds[i] = activeEnemies.transform.Find(EnemyIDs[i]).gameObject.GetComponent<enemyStats>().speed;
}

int highestSpeed = -1;
int fastestEnemyID = -1;
for(int i = 0; i < 6; i  ) {
    if(EnemySpeeds[i] > highestSpeed) {
        highestSpeed = EnemySpeeds[i];
        fastestEnemyID = EnemyIDs[i];
    }
}

Have fun!

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