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f8-features-procedure-workflow

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Use when implementing or troubleshooting Procedure feature workflows — game flow control, ProcedureNode management in F8Framework.

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How to use this skill

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Source SKILL.md: https://github.com/TippingGame/F8Framework/blob/HEAD/Tests/AISkills/f8framework-skills/features/f8-features-procedure-workflow/SKILL.md

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Procedure Feature Workflow

⚠️ IMPORTANT: Before using this feature, you MUST formally initialize F8Framework in the launch sequence. Ensure ModuleCenter.Initialize(this); has run first, then create the required module, for example FF8.Procedure = ModuleCenter.CreateModule<ProcedureManager>();.

Use this skill when

  • The task is about game flow control, procedure/state management.
  • The user asks about ProcedureNode, game phases, or scene-level flow transitions.

Path resolution

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

Sources of truth

  • Runtime module: Assets/F8Framework/Runtime/Procedure
  • Test docs: Assets/F8Framework/Tests/Procedure

Key classes and interfaces

ClassRole
ProcedureManagerCore module. Access via FF8.Procedure.
ProcedureNodeAbstract base class for game flow nodes.
ProcedureProcessorRuntime context passed to procedure lifecycle methods.

API quick reference

// Add procedure node (optional — auto-search for ProcedureNode subclasses on init)
FF8.Procedure.AddProcedureNodes(new DemoInitState());

// Run a specific procedure
FF8.Procedure.RunProcedureNode<DemoInitState>();

// Remove procedure
FF8.Procedure.RemoveProcedureNode<DemoInitState>();

// Check existence
FF8.Procedure.HasProcedureNode<DemoInitState>();

// Get procedure node
FF8.Procedure.PeekProcedureNode(out DemoInitState initState);

// Current procedure
ProcedureNode current = FF8.Procedure.CurrentProcedureNode;

// Procedure count
int count = FF8.Procedure.ProcedureNodeCount;

ProcedureNode template

public class DemoInitState : ProcedureNode
{
    public override void OnInit(ProcedureProcessor processor) { }
    public override void OnEnter(ProcedureProcessor processor) { }
    public override void OnUpdate(ProcedureProcessor processor) { }
    public override void OnExit(ProcedureProcessor processor) { }
    public override void OnDestroy(ProcedureProcessor processor) { }
}

Workflow

  1. Define game phases as ProcedureNode subclasses (Init, Login, Lobby, Battle, etc.).
  2. Register nodes via AddProcedureNodes() or let auto-search find them.
  3. Start flow with RunProcedureNode<InitState>().
  4. Transition between nodes by calling RunProcedureNode<NextState>() from within a node (automatically exits current).
  5. Use OnEnter/OnExit for setup/cleanup, OnUpdate for per-frame logic.
  6. Query current state with CurrentProcedureNode.

Common error handling

ErrorCauseSolution
Procedure not foundNot registeredAdd via AddProcedureNodes() or check auto-search
Multiple procedures runningCalling Run without exiting currentEach Run auto-exits current node

Cross-module dependencies

  • Module: ProcedureManager is created via ModuleCenter.
  • FSM: For finer-grained state control within a procedure, use FSM.

Output checklist

  • Procedure nodes defined for all game phases.
  • Transition flow documented.
  • Files changed and why.
  • Validation status and remaining risks.