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f8-features-module-workflow

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Use when implementing or troubleshooting Module feature workflows — ModuleCenter lifecycle, module creation, StaticModule, ActivityModule, update attributes in F8Framework.

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Module Feature Workflow

⚠️ IMPORTANT: Before using this feature, you MUST formally initialize F8Framework in the launch sequence. Ensure ModuleCenter.Initialize(this); has run first before any ModuleCenter.CreateModule<T>() call.

Use this skill when

  • The task is about creating custom modules, managing module lifecycle, or using StaticModule / ActivityModule.
  • The user asks about ModuleCenter, module initialization order, or update loops.

Path resolution

  1. Prefer project source at Assets/F8Framework.
  2. For usage docs, read: Assets/F8Framework/Tests/Module/README.md

Sources of truth

  • Runtime module: Assets/F8Framework/Runtime/Module
  • Editor module: Assets/F8Framework/Editor/Module
  • Test docs: Assets/F8Framework/Tests/Module

Key classes and interfaces

ClassRole
ModuleCenterCore lifecycle management. Initialize, Create, Get, Destroy modules.
ModuleSingleton<T>Non-MonoBehaviour module base with singleton.
ModuleSingletonMono<T>MonoBehaviour module base with singleton.
IModuleModule interface: OnInit, OnUpdate, OnLateUpdate, OnFixedUpdate, OnTermination.
StaticModuleAuto-initialized static modules with OnEnterGame/OnQuitGame.
ActivityModuleAuto-discovered activity modules with unlock/visible/open state evaluation and state change callbacks.

API quick reference

ModuleCenter usage

// Initialize with MonoBehaviour driver
ModuleCenter.Initialize(this);

// Create module with optional priority (lower = earlier update)
ModuleCenter.CreateModule<TimerManager>(100);

// Access module
ModuleCenter.GetModule<TimerManager>().GetServerTime();
// Or via singleton
TimerManager.Instance.GetServerTime();

Custom module template

[UpdateRefresh]
[LateUpdateRefresh]
[FixedUpdateRefresh]
public class MyModule : ModuleSingleton<MyModule>, IModule
{
    public void OnInit(object createParam)
    {
        // Module created
    }
    public void OnUpdate() { }
    public void OnLateUpdate() { }
    public void OnFixedUpdate() { }
    public void OnTermination()
    {
        Destroy(gameObject);
    }
}

StaticModule template

public class MyStaticModule : StaticModule
{
    public static MyStaticModule Instance => GetInstance<MyStaticModule>();

    protected override void Init() { }
    public override void OnEnterGame() { }
    public override void OnQuitGame() { }
}

// Usage
StaticModule.GetStaticModule();                      // Get all
StaticModule.GetStaticModuleByType(typeof(MyStaticModule)); // Get one
MyStaticModule.Instance.OnEnterGame();

// Iterate all static modules
foreach (var center in StaticModule.GetStaticModule())
{
    center.Value.OnEnterGame();
}

ActivityModule template

public class MyActivityModule : ActivityModule
{
    public static MyActivityModule Instance => GetInstance<MyActivityModule>();

    protected override void Init() { }
    public override void OnEnterGame() { }
    public override void OnQuitGame() { }
    protected override bool EvaluateUnlockedCore() => true;
    protected override bool EvaluateVisibleCore(bool isUnlocked) => isUnlocked;
    protected override bool EvaluateOpenCore(bool isUnlocked) => isUnlocked;
    protected override void OnStateChanged(ActivityModuleState previousState, ActivityModuleState currentState) { }
}

// Usage
ActivityModule.GetActivityModule<MyActivityModule>();
ActivityModule.GetActivityModules();      // Get all instances
ActivityModule.GetActivityModuleTypes();  // Get all discovered types
ActivityModule.RefreshAllModules();       // Re-evaluate activity state

Update attributes

  • [UpdateRefresh] — Enable OnUpdate loop
  • [LateUpdateRefresh] — Enable OnLateUpdate loop
  • [FixedUpdateRefresh] — Enable OnFixedUpdate loop

Module creation (right-click menu)

Right-click in Project → F8 Module Center → Create Module / ModuleMono / StaticModule / ActivityModule template.

Workflow

  1. Decide module type: ModuleSingleton<T> (pure C#) or ModuleSingletonMono<T> (MonoBehaviour).
  2. Implement IModule interface.
  3. Add update attributes as needed.
  4. Create module via ModuleCenter.CreateModule<T>() with priority.
  5. For auto-initialized global modules, use StaticModule pattern.
  6. For activity gating and state-driven modules, use ActivityModule pattern.
  7. Use right-click context menu to generate template files.

Module types comparison

TypeBase ClassMonoBehaviourInitUpdateUsage
Game ModuleModuleSingleton<T>NoLazy via CreateModuleVia attributesMost modules
Game Module MonoModuleSingletonMono<T>YesLazy via CreateModuleVia attributesNeeds coroutines
Static ModuleStaticModuleNoAuto on game startManualGlobal utilities
Activity ModuleActivityModuleNoAuto-discovered and initializedState refresh via RefreshAllModulesUnlock/show/open activity logic

Common error handling

ErrorCauseSolution
Module is nullNot created via CreateModuleCreate before accessing
Update not runningMissing [UpdateRefresh] attributeAdd appropriate attribute
Module init order issueDependency module not yet createdAdjust priority or creation order

Cross-module dependencies

  • Foundation: GameLauncher uses ModuleCenter to create all framework modules.

Output checklist

  • Module type selected (Singleton / SingletonMono / StaticModule / ActivityModule).
  • Lifecycle methods implemented.
  • Update attributes applied.
  • Validation status and remaining risks.