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Question by solocs · Aug 21, 2019 at 03:44 AM · stringefficiencycompare

More efficient way to compare objects in this manner?

I'm trying to reposition a player in a certain "spawn point" after a new scene is loaded. Basically, this happens when a player activates a trigger from a previous scene and the name of the previous scene is stored in a static variable. The new scene in which the player enters will have several different spawn point objects. The appropriate spawn point object will be chosen via a forloop and comparing each spawn point using the string of the previous scene that is stored.

This is my current algorithm. I was wondering if there is a better way to implement this? People have told me that comparing with strings should be avoided whenever possible.

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avatar image sacredgeometry · Aug 21, 2019 at 09:48 AM 0
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"The appropriate spawn point object will be chosen via a forloop and comparing each spawn point using the string of the previous scene that is stored."

That tells me nothing about the problem you are trying to solve just a very vague description of how you solved it.

What is your algorithm actually doing? :)

avatar image Owen-Reynolds · Aug 21, 2019 at 04:17 PM 0
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It's just once at the start, and you probably don't have more than a dozen possible scenes each time, so no big deal for speed. I suppose you could get the scene numbers and use them ins$$anonymous$$d of strings. You could use an array and look it up by scene#, but that might be more trouble than it's worth.

As for general string-compare issues, yes, it can cause small problems. It's a tiny bit slower, and it's easy to misspell the name of a scene.

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