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Question by wasicool7 · Aug 20, 2016 at 08:54 PM · spawnlagarraylist

Unity2D: Repeating of code makes game lag (Spawnning script)

Hi, does anyone knows how to shorten down this script and that I can edit the amount of enemies I want to spawn in, so that I don't have to keep on copying and pasting the same method below again and again, my code is also making my game a bit laggy. Which isn't a good sign. This is my code:

     public bool fromTop = false;

 public GameObject enemy1;
 public float enemy1Time = 2f;
 
 public GameObject enemy2;
 public float enemy2Time = 2f;
 
 public GameObject enemy3;
 public float enemy3Time = 2f;
 
 public GameObject enemy4;
 public float enemy4Time = 2f;

 // Variable to know how fast we should create new enemies
 
 
 void Start() {  
     InvokeRepeating ("Enemy1", enemy1Time, enemy1Time);
     InvokeRepeating ("Enemy2", enemy2Time, enemy2Time);
     InvokeRepeating ("Enemy3", enemy3Time, enemy3Time);
     InvokeRepeating ("Enemy4", enemy4Time, enemy4Time);
 }

 void Enemy1() {  
     Vector2 spawnPoint = new Vector2 (transform.position.x, transform.position.y);
     
     if (fromTop)
     {
         float x1 = transform.position.x - GetComponent<Renderer> ().bounds.size.x / 2;
         float x2 = transform.position.x + GetComponent<Renderer> ().bounds.size.x / 2;
         
         // Randomly pick a x point within the spawn object
         spawnPoint.x = Random.Range (x1, x2);
     }
     else
     {
         float y1 = transform.position.y - GetComponent<Renderer> ().bounds.size.y / 2;
         float y2 = transform.position.y + GetComponent<Renderer> ().bounds.size.y / 2;
         
         // Randomly pick a y point within the spawn object
         spawnPoint.y = Random.Range (y1, y2);
     }
     Instantiate (enemy1, spawnPoint, Quaternion.identity);
 }
 void Enemy2() {  
     Vector2 spawnPoint = new Vector2 (transform.position.x, transform.position.y);
     
     if (fromTop)
     {
         float x1 = transform.position.x - GetComponent<Renderer> ().bounds.size.x / 2;
         float x2 = transform.position.x + GetComponent<Renderer> ().bounds.size.x / 2;
         
         // Randomly pick a x point within the spawn object
         spawnPoint.x = Random.Range (x1, x2);
     }
     else
     {
         float y1 = transform.position.y - GetComponent<Renderer> ().bounds.size.y / 2;
         float y2 = transform.position.y + GetComponent<Renderer> ().bounds.size.y / 2;
         
         // Randomly pick a y point within the spawn object
         spawnPoint.y = Random.Range (y1, y2);
     }
     Instantiate (enemy2, spawnPoint, Quaternion.identity);
 }
 void Enemy3() {  
     Vector2 spawnPoint = new Vector2 (transform.position.x, transform.position.y);
     
     if (fromTop)
     {
         float x1 = transform.position.x - GetComponent<Renderer> ().bounds.size.x / 2;
         float x2 = transform.position.x + GetComponent<Renderer> ().bounds.size.x / 2;
         
         // Randomly pick a x point within the spawn object
         spawnPoint.x = Random.Range (x1, x2);
     }
     else
     {
         float y1 = transform.position.y - GetComponent<Renderer> ().bounds.size.y / 2;
         float y2 = transform.position.y + GetComponent<Renderer> ().bounds.size.y / 2;
         
         // Randomly pick a y point within the spawn object
         spawnPoint.y = Random.Range (y1, y2);
     }
     Instantiate (enemy3, spawnPoint, Quaternion.identity);
 }
 void Enemy4() {  
     Vector2 spawnPoint = new Vector2 (transform.position.x, transform.position.y);
     
     if (fromTop)
     {
         float x1 = transform.position.x - GetComponent<Renderer> ().bounds.size.x / 2;
         float x2 = transform.position.x + GetComponent<Renderer> ().bounds.size.x / 2;
         
         // Randomly pick a x point within the spawn object
         spawnPoint.x = Random.Range (x1, x2);
     }
     else
     {
         float y1 = transform.position.y - GetComponent<Renderer> ().bounds.size.y / 2;
         float y2 = transform.position.y + GetComponent<Renderer> ().bounds.size.y / 2;
         
         // Randomly pick a y point within the spawn object
         spawnPoint.y = Random.Range (y1, y2);
     }
     Instantiate (enemy4, spawnPoint, Quaternion.identity);
 }

Please and Thank you. :)

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