解决Unity开启多个协程卡顿问题

Unity开启多个协程往往造成卡顿,因此需要每完成一个协程再新开启一个协程。

 for (int i = 0; i < result.result.Count; i++)
        {
            try
            {
                BaseStation responses = JsonMapper.ToObject<BaseStation>(JsonMapper.ToJson(result.result[i]));
                //StartCoroutine(CreatBaseStation(responses));
                CreatBaseStationAct(responses);
              

            }
            catch (Exception e)
            {
                Debug.LogError(e.Message);
                throw;
            }
        }

  public void CreatBaseStationAct(BaseStation baseStation)
    {
        CreatingBaseStationList.Add(baseStation);
       // CreatingActionList.Add(act);
        if (_isCreating)
            return;

        StartCoroutine(CreatBaseStation(baseStation));
    }

 

 public IEnumerator CreatBaseStation(BaseStation pBaseStation)
    {
        NotificationManager.instance.OpenLoading();
        _isCreating = true;
        Point pPoint = new Point(double.Parse(pBaseStation.x), double.Parse(pBaseStation.y), double.Parse(pBaseStation.z));
        Vector3 v3 = PosManager.instance.RealToUnity(pPoint.ToVector3());
        GameObject go = new GameObject(pBaseStation.sbid);
        go.transform.SetParent(transform);
        GameObject Model = pBaseStation.lx == "1" ? Instantiate(BaseStationModelPerson, v3, Quaternion.identity, go.transform) : Instantiate(BaseStationModelMonitor, v3, Quaternion.identity, go.transform);
        Model.SetActive(false);
        BaseStation baseStation = Model.AddComponent<BaseStation>();
        baseStation.id = pBaseStation.id;
        baseStation.sbid = pBaseStation.sbid;
        baseStation.sbmc = pBaseStation.sbmc;
        baseStation.x = pBaseStation.x;
        baseStation.y = pBaseStation.y;
        baseStation.z = pBaseStation.z;
        baseStation.xkzh = pBaseStation.xkzh;
        baseStation.lx = pBaseStation.lx;
        baseStation.Go = Model;
        _frameIndex++;
        if (_frameIndex > CreatSpeed)
        {
            yield return new WaitForEndOfFrame();
            _frameIndex = 0;
        }

        /*添加图层目录*/
        UITreeExample.instance.addChildNode(new UITreeData("基站模型"), new UITreeData(pBaseStation.sbid));
        UITreeExample.instance.addChildNode(new UITreeData("基站名称"), new UITreeData(pBaseStation.sbmc));
        string url1 = "XXXXXXX"
        string url2 = "XXXXXXX"
        string url = pBaseStation.lx == "1" ? url1 : url2;
        //基站名字

        Point pPoint1 = new Point(double.Parse(pBaseStation.x), double.Parse(pBaseStation.y), double.Parse(pBaseStation.z) + 10);
        Vector3 v31 = PosManager.instance.RealToUnity(pPoint1.ToVector3());
        
        GameObject nameGo = Instantiate(NameTextGo, v31, Quaternion.identity, go.transform);
        nameGo.transform.GetChild(0).GetComponentInChildren<TextMesh>().text = baseStation.sbmc;
        //getBaseStationMessage(url, nameGo, pBaseStation, baseStation);
        if (nameGo != null && baseStation != null)
        {
            baseStation.NameGo = nameGo;
            lisBaseStation.Add(baseStation);
            BaseStationAct?.Invoke(BaseStations);
        }
     
        yield return new WaitForEndOfFrame();
        act?.Invoke(baseStation);
        CreatingBaseStationList.Remove(pBaseStation);
 
        if (CreatingBaseStationList.Count > 0)
            StartCoroutine(CreatBaseStation(CreatingBaseStationList[0]));//循环生成基站
        else
        {
            _isCreating = false;
        }
        yield return new WaitForSeconds(1f);
        NotificationManager.instance.CloseLoading();
        NotificationManager.instance.OpenNotification("基站生成完毕!");
    }

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