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Game lagging while looking for closest Enemy

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Code of handling input making look for closest enemy: if (Input.GetMouseButtonDown(0) && !hitDelay) { AttackAnim(); if (closestEnemy()) { if (Vector3.Distance(transform.position, closestEnemy().transform.position) <= 3) { if (closestEnemy().tag == "Enemy") { Debug.Log("Hitting enemy"); enemy = closestEnemy().gameObject.GetComponent(); enemy.Hit(); if (enemy.life <= 0) DestroyClosestEnemy(); } else if (closestEnemy().tag != "Player" && closestEnemy().tag != "Untagged") { Debug.Log("Destroying " + closestEnemy().tag); DestroyClosestEnemy(); wood++; Debug.Log("You have " + wood + " woods"); } else { ; } } } StartCoroutine(HitCoroutine()); } code of function private GameObject closestEnemy() { GameObject[] Objects = Object.FindObjectsOfType().Where(f => (f.tag == "Enemy" || f.tag == "Tree") && Vector3.Distance(f.transform.position, transform.position) <= 3).ToArray(); GameObject closestEnemy = null; bool first = true; foreach(var obj in Objects) { float Distance = Vector3.Distance(transform.position, obj.transform.position); if (first) { closestEnemy = obj; first = false; } if (Distance < Vector3.Distance(transform.position, closestEnemy.transform.position)) { closestEnemy = obj; } } return closestEnemy; }

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