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f8-foundation-bootstrap-workflow

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Use when onboarding F8Framework, initializing first-run setup, or explaining launcher and directory responsibilities before feature work.

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How to use this skill

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  2. Copy the prompt below and paste it into your agent.
  3. Review the proposed files and risks before you approve installation.
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I want to install this Agent Skill for this project in Codex.

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

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F8 Foundation Bootstrap Workflow

Use this skill when

  • The project is new to F8Framework.
  • The user asks how to start, what to click first, or where modules live.
  • A downstream feature task is blocked by missing bootstrap context.
  • The user needs to understand GameLauncher or module initialization order.

Path resolution

  1. Prefer project source at Assets/F8Framework.
  2. If F8Framework is installed as a package, use Packages/F8Framework.
  3. Keep all follow-up routing consistent with the same root (Assets or Packages).

Sources of truth

  • Assets/F8Framework/README.md or Packages/F8Framework/README.md
  • Assets/F8Framework/Launcher/GameLauncher.cs or Packages/F8Framework/Launcher/GameLauncher.cs
  • Assets/F8Framework/Launcher/FF8.cs or Packages/F8Framework/Launcher/FF8.cs
  • Assets/F8Framework/Tests or Packages/F8Framework/Tests

Key classes and interfaces

ClassRole
GameLauncherFramework startup entry point (MonoBehaviour). Uses coroutine IEnumerator Start() for async initialization. Drives ModuleCenter.Update/LateUpdate/FixedUpdate in its own Update loops.
FF8Static module alias hub with lazy initialization. Each property auto-creates its module via ModuleCenter.CreateModule<T>() if not yet assigned.
ModuleCenterCore module lifecycle manager. Handles Initialize, CreateModule, Update, LateUpdate, FixedUpdate for all modules.
MessageManagerGlobal message/event dispatcher. Accessed via FF8.Message.
InputManagerInput device management. Requires DefaultInputHelper as creation parameter.
StorageManagerLocal data persistence (PlayerPrefs-based with optional AES encryption).
TimerManagerTimer and FrameTimer management. Depends on MessageManager.
ProcedureManagerGame flow/procedure node management.
NetworkManagerTCP/KCP/WebSocket networking.
FSMManagerFinite state machine management.
GameObjectPoolGameObject pooling. Also carries the global pool configuration and delayed-despawn behavior.
AssetManagerAsset loading (Resources / AssetBundle / Remote).
AssetBundleManagerAssetBundle manifest loading. Must call LoadAssetBundleManifest() after AssetManager creation.
F8DataManagerExcel config data manager. Accessed via FF8.Config.
AudioManagerBGM, voice, and SFX management. Depends on Asset, GameObjectPool, Tween, Timer.
TweenTween animation engine. Accessed via FF8.Tween.
UIManagerUI panel lifecycle management. Depends on Asset.
LocalizationMulti-language support. Requires F8DataManager.Instance.GetLocalizedStrings() as creation parameter.
SDKManagerNative platform SDK integration. Depends on Message.
DownloadManagerHTTP download management.
F8LogWriterFile-based log writer. Accessed via FF8.LogWriter.
HotUpdateManagerHot update version management. Depends on Asset and Download.

GameLauncher.cs — full reference

using System.Collections;
using F8Framework.Core;
using F8Framework.F8ExcelDataClass;
using UnityEngine;

namespace F8Framework.Launcher
{
    public class GameLauncher : MonoBehaviour
    {
        // 使用协程 IEnumerator Start(),支持异步加载
        IEnumerator Start()
        {
            // 1. 初始化模块中心(必须首先调用)
            ModuleCenter.Initialize(this);

            // 2. 初始化热更新版本管理(可选模块,建议最先创建)
            FF8.HotUpdate = ModuleCenter.CreateModule<HotUpdateManager>();

            // 3. 按顺序创建核心模块(顺序影响依赖关系)
            FF8.Message = ModuleCenter.CreateModule<MessageManager>();
            FF8.Input = ModuleCenter.CreateModule<InputManager>(new DefaultInputHelper());
            FF8.Storage = ModuleCenter.CreateModule<StorageManager>();
            FF8.Timer = ModuleCenter.CreateModule<TimerManager>();
            FF8.Procedure = ModuleCenter.CreateModule<ProcedureManager>();
            FF8.Network = ModuleCenter.CreateModule<NetworkManager>();
            FF8.FSM = ModuleCenter.CreateModule<FSMManager>();
            FF8.GameObjectPool = ModuleCenter.CreateModule<GameObjectPool>();
            FF8.Asset = ModuleCenter.CreateModule<AssetManager>();

            // 4. 加载 AssetBundleManifest(必须在 AssetManager 模块创建之后)
            yield return AssetBundleManager.Instance.LoadAssetBundleManifest();

            FF8.Config = ModuleCenter.CreateModule<F8DataManager>();
            FF8.Audio = ModuleCenter.CreateModule<AudioManager>();
            FF8.Tween = ModuleCenter.CreateModule<Tween>();
            FF8.UI = ModuleCenter.CreateModule<UIManager>();

            // 5. 加载 LocalizedStrings 配置表(必须在 Localization 模块创建之前)
            yield return F8DataManager.Instance.LoadLocalizedStringsIEnumerator();

            FF8.Local = ModuleCenter.CreateModule<Localization>(
                F8DataManager.Instance.GetLocalizedStrings());
            FF8.SDK = ModuleCenter.CreateModule<SDKManager>();
            FF8.Download = ModuleCenter.CreateModule<DownloadManager>();
            FF8.LogWriter = ModuleCenter.CreateModule<F8LogWriter>();

            yield return new WaitForEndOfFrame();

            // 6. 所有模块就绪,开始游戏逻辑
            StartGame();
            yield break;
        }

        // 开始游戏(在此添加游戏入口逻辑)
        public void StartGame()
        {
            // 例如:FF8.Procedure.RunProcedureNode<InitProcedure>();
        }

        void Update()
        {
            // 驱动所有模块的 Update,切勿在其他地方重复调用
            ModuleCenter.Update();
        }

        void LateUpdate()
        {
            // 驱动所有模块的 LateUpdate,切勿在其他地方重复调用
            ModuleCenter.LateUpdate();
        }

        void FixedUpdate()
        {
            // 驱动所有模块的 FixedUpdate,切勿在其他地方重复调用
            ModuleCenter.FixedUpdate();
        }
    }
}

FF8.cs — lazy initialization pattern

FF8 是一个静态类,每个模块属性都有懒加载机制:

public static class FF8
{
    // 每个属性同时支持 get(懒创建)和 set(手动赋值)
    public static MessageManager Message
    {
        get
        {
            if (_message == null)
                _message = ModuleCenter.CreateModule<MessageManager>();
            return _message;
        }
        set
        {
            if (_message == null)
                _message = value;
        }
    }
    // ... 其他模块同此模式
}

重要特性:

  • 如果 GameLauncher 中已通过 set 赋值,后续 get 直接返回已创建的实例
  • 如果未通过 GameLauncher 初始化,首次 get 会自动创建模块(懒加载)
  • GameObjectPool 的 set 和 get 都以 GameObjectPool 自身作为唯一对象池入口
  • Localization 的 get 会自动调用 F8DataManager.Instance.GetLocalizedStrings() 获取翻译数据
  • InputManager 的 get 会自动传入 new DefaultInputHelper() 作为参数

Module dependency chain (creation order matters)

ModuleCenter.Initialize(this)  ← 必须最先
    ↓
HotUpdateManager               ← 可选,建议最先
    ↓
MessageManager                  ← 全局消息(被 Input, Timer, SDK 依赖)
InputManager(DefaultInputHelper)← 依赖 Message
StorageManager
TimerManager                    ← 依赖 Message
ProcedureManager
NetworkManager
FSMManager
GameObjectPool
AssetManager
    ↓
yield return LoadAssetBundleManifest()  ← 异步!必须在 AssetManager 之后
    ↓
F8DataManager(Config)           ← 依赖 Asset
AudioManager                    ← 依赖 Asset, GameObjectPool, Tween, Timer
Tween
UIManager                       ← 依赖 Asset
    ↓
yield return LoadLocalizedStringsIEnumerator()  ← 异步!必须在 Localization 之前
    ↓
Localization(GetLocalizedStrings()) ← 依赖 Config, Asset
SDKManager                      ← 依赖 Message
DownloadManager
F8LogWriter

Directory structure map

DirectoryPurposeLayer
Launcher/Framework startup: GameLauncher.cs, FF8.csfoundation
Runtime/All runtime modules and systemsfeatures / tools
Runtime/Utility/Shared low-level helpers (Algorithm, IO, Encryption, etc.)tools
Editor/Editor windows, menus, context tools, authoring helperseditor
Tests/Usage docs (README.md) and demo scripts for each modulereference
ConfigData/Auto-generated C# data classes from Excelfeatures (ExcelTool)
AssetMap/Auto-generated asset index and AB name mapping filesfeatures (AssetManager)

First-run checklist

  1. Import framework: git clone 或 Package Manager 导入
  2. Press F8: 自动生成资源索引、AB名和配置数据类
  3. 挂接 GameLauncher: 确保场景中有 GameObject 挂载 GameLauncher 组件
  4. 检查初始化顺序: 在 GameLauncher.Start() 中按依赖链创建模块
  5. 编写 StartGame(): 在所有模块就绪后启动游戏逻辑
  6. 跳转目标层技能: 按任务类型路由到 features / editor / tools / build

Operation steps

  1. Read README from Assets/F8Framework/README.md to extract startup intent, supported platforms, and first-run notes.
  2. Confirm launcher entry in Launcher/GameLauncher.cs and module-name customization in Launcher/FF8.cs.
  3. Map directories for the user with strict boundaries as shown above.
  4. Provide a minimal start path in order:
    • Import or sync framework (git clone or Package Manager)
    • Press F8 to generate asset index and config classes
    • Verify GameLauncher is attached to a scene GameObject
    • Check module initialization order in GameLauncher.Start()
    • Move to target layer skill
  5. Route task by target intent:
    • features: runtime module implementation and behavior
    • editor: editor window/menu/inspector tooling
    • tools: Runtime/Utility helper internals
    • build: packaging and artifact verification

Common error handling

ErrorHandling
README or Launcher path not found under AssetsSwitch to Packages/F8Framework and continue.
User mixes editor setup and runtime implementationSplit into two phases: editor first, then features/tools.
Startup is skipped and feature APIs fail at runtimeRequire bootstrap checklist completion before feature debugging.
User asks for build execution during onboardingFinish foundation mapping first, then hand off to build skill.
Press F8 shows compilation errorsEnsure no naming conflicts in ConfigData/ auto-generated classes. Clean and regenerate.
ModuleCenter.Initialize not calledFramework modules will throw NullReferenceException. Ensure GameLauncher runs first.
AssetBundleManifest load fails必须在 AssetManager 创建之后才能调用 LoadAssetBundleManifest()。
Localization 初始化失败必须先 yield return LoadLocalizedStringsIEnumerator(),再创建 Localization 模块。
ModuleCenter.Update 被多处调用只在 GameLauncher 的 Update/LateUpdate/FixedUpdate 中调用,切勿在其他地方重复调用。
FF8.GameObjectPool 创建异常注意 GameObjectPool 现在是对象池唯一入口,同时承载全局池配置。

Output checklist

  • Explain startup sequence in concrete steps.
  • Name the exact folders the user should inspect next.
  • State which follow-up layer skill should be used for the actual task.