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f8-features-ui-workflow

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Use when implementing or troubleshooting UI feature workflows — panel management, layer control, BaseView template, async loading, and UI utilities in F8Framework.

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

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UI 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.UI = ModuleCenter.CreateModule<UIManager>();.

Use this skill when

  • The task is about UI panel management, open/close, layer control, or custom animations.
  • The user asks about BaseView, UIConfig, Notify popups, or component auto-binding.
  • Troubleshooting UI loading, layer ordering, or modal/non-modal behavior.

Path resolution

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

Sources of truth

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

Key classes and interfaces

ClassRole
UIManagerCore module. Access via FF8.UI.
BaseViewBase class for all UI panels. Provides lifecycle and auto-binding.
UIConfigMaps UIID to layer type and prefab asset name.
UICallbacksCallbacks for onAdded, onRemoved, onBeforeRemove.
UILoaderAsync load handle with guid.
LayerTypeUI layer enum (UI, Popup, Notify, etc.).

UI types

  1. Normal UI — Standard panels (menus, HUD)
  2. Modal Popup — Shows oldest first, auto-shows next on close
  3. Non-modal Popup — Multiple visible, newer on top, self-managed close

API quick reference

Initialization

public enum UIID { UIMain = 1 }
Dictionary<UIID, UIConfig> configs = new Dictionary<UIID, UIConfig>
{
    //'UIMain' is the asset name in f8 features assetmanager workflow
    { UIID.UIMain, new UIConfig(LayerType.UI, "UIMain") }
};
FF8.UI.Initialize(configs);

Canvas configuration

FF8.UI.SetCanvas(null, sortOrder: 1, "Default",
    RenderMode.ScreenSpaceCamera, pixelPerfect: false, Camera.main);
FF8.UI.SetCanvasScaler(LayerType.UI,
    CanvasScaler.ScaleMode.ScaleWithScreenSize,
    referenceResolution: new Vector2(1920, 1080),
    CanvasScaler.ScreenMatchMode.MatchWidthOrHeight,
    matchWidthOrHeight: 0f);

Open UI (sync)

string guid = FF8.UI.Open(UIID.UIMain, data, new UICallbacks(
    (parameters, id) => { /* onAdded */ },
    (parameters, id) => { /* onRemoved */ },
    () => { /* onBeforeRemove */ }));

Open UI (async)

// async/await
await FF8.UI.OpenAsync(UIID.UIMain);
// Coroutine
yield return FF8.UI.OpenAsync(UIID.UIMain);
// With guid access
UILoader loader = FF8.UI.OpenAsync(UIID.UIMain);
yield return loader;
string guid = loader.Guid;

Notify

FF8.UI.ShowNotify(UIID.UIMain, "tip");
await FF8.UI.ShowNotifyAsync(UIID.UIMain, "tip");

Query and close

FF8.UI.Has(UIID.UIMain);              // Check existence
FF8.UI.GetByUIid(UIID.UIMain);        // Get by UIID
FF8.UI.GetByGuid(guid);               // Get by unique guid
FF8.UI.Close(UIID.UIMain, true);      // Close and destroy
FF8.UI.Clear(true);                    // Clear all (except Notify)
FF8.UI.Clear(LayerType.Notify, true);  // Clear specific layer

BaseView template

public class UIMain : BaseView
{
    protected override void OnAwake() { }
    protected override void OnAdded(int uiId, object[] args = null) { }
    protected override void OnStart() { }
    protected override void OnViewTweenInit()
    {
        // transform.localScale = Vector3.one * 0.7f;
    }
    protected override void OnPlayViewTween()
    {
        // ViewOpenSequence?.Append(transform.ScaleTween(Vector3.one, 0.7f));
    }
    protected override void OnViewOpen() { }
    protected override void OnPlayViewCloseTween()
    {
        // ViewCloseSequence?.Append(transform.ScaleTween(Vector3.zero, 0.7f));
    }
    protected override void OnBeforeRemove() { }
    protected override void OnRemoved() { }
    // Auto-generated component bindings below
}

Additional UI utilities

UtilityDescription
SimpleRoundedImageRounded corner image mask
SafeAreaAdapterNotch/safe area adaptation
UIParticleSystemParticle effects rendered on UI Canvas
UIRedDotRed dot notification system
SpriteSequenceFrameSprite sequence frame animation
Nested LayoutNested UI layout support
Infinite ListVirtual scrolling list
Drag & DropDrag support
Tab PagesTab navigation component

Workflow

  1. Create UI prefab, place in AssetBundles or Resources.
  2. Right-click → F8 UI → Create BaseView template, attach to prefab root.
  3. Define UIID enum and register in configs dictionary.
  4. Call FF8.UI.Initialize(configs) in startup.
  5. Name child objects with type convention for auto-binding (e.g., Button_Image).
  6. Click component bind button to generate code.
  7. Open with FF8.UI.Open() or OpenAsync().
  8. Override OnPlayViewTween() for custom open animations.

Common error handling

ErrorCauseSolution
UI not showingMissing from configs dictionaryAdd UIConfig entry
Wrong layer orderIncorrect LayerTypeAdjust LayerType in UIConfig
Auto-bind fields nullNaming convention wrongFollow: SimpleName_ComponentType
Async load failsAsset not foundEnsure prefab in loadable directory, press F8

Cross-module dependencies

  • AssetManager: UI prefabs loaded via asset system.
  • Tween: Custom panel animations.
  • Event: BaseView extends EventDispatcher.
  • Localization: UI text localization.
  • ComponentBind: Auto-generates component references.

Output checklist

  • UI prefab created with BaseView attached.
  • UIConfig registered.
  • Open/close methods implemented.
  • Custom animations configured.
  • Validation status and remaining risks.