AI prompts
base on F8 Framework是一个优雅,轻量,符合直觉的基于Unity引擎的Game Framework,组件围绕F8一键启动,框架整体遵循以极少的使用成本开发游戏。 <p align="center">
<img src="https://tippinggame-1257018413.cos.ap-guangzhou.myqcloud.com/TippingGame/Logo.png" width="256" height="256" alt="F8Framework" style="display: block; margin: 20px auto -90px;">
</p>
# F8 Framework
[![license](https://img.shields.io/github/stars/TippingGame/F8Framework.svg)](https://github.com/TippingGame/F8Framework/stargazers)
[![license](https://img.shields.io/github/forks/TippingGame/F8Framework?color=eb6ea5)](https://github.com/TippingGame/F8Framework/fork)
[![license](http://img.shields.io/badge/license-MIT-green.svg)](https://opensource.org/licenses/MIT)
[![Unity Version](https://img.shields.io/badge/unity-2021.3.15f1-blue)](https://unity.com)
[![Platform](https://img.shields.io/badge/platform-Win%20%7C%20Android%20%7C%20iOS%20%7C%20Mac%20%7C%20Linux%20%7C%20WebGL-orange)]()
> F8 框架初衷:希望自己点击 F8,就能开始制作游戏,不想多余的事。
>
> F8 Framework original intention: Just click F8 and start making the game, don't want to be redundant.
## 简介
F8 Framework是一个**优雅,轻量,符合直觉的**基于Unity引擎的游戏框架,组件围绕F8一键启动,**不用繁琐的启动配置**,**最低的心智负担**,框架整体遵循以**极少的使用成本**开发游戏。
## 支持版本
Unity 2021.3.15f1+
构建可支持:Win / Android / iOS / Mac / Linux / WebGL / 微信小游戏([构建文档](https://github.com/TippingGame/F8Framework/blob/main/Tests/SDKManager/README.md))
## 文档快速预览 - 1分钟
### ----------可选功能----------
* [1. 热更新版本管理(内置)](https://github.com/TippingGame/F8Framework/blob/main/Tests/HotUpdateManager/README.md) - 选择打包平台,输出路径,版本号,远程资产加载地址,启用热更新,全量打包,分包,空包。
* [2. 高速本地缓存(内置)](https://github.com/TippingGame/F8Framework/blob/main/Tests/CacheStorage/README.md) - 高速本地缓存,下载并缓存byte、json、text、Texture等可序列化资产,设置缓存数量、大小、存活时间,清理缓存。
* [3. 代码热更新(接入HybridCLR)](https://github.com/TippingGame/F8Framework/blob/main/Tests/HybridCLR/README.md) - [HybridCLR](https://github.com/focus-creative-games/hybridclr) 是一个特性完整、零成本、高性能、低内存的近乎完美的Unity全平台原生c#热更方案。
### ----------核心功能----------
* [1. 配置表(内置)](https://github.com/TippingGame/F8Framework/blob/main/Tests/ExcelTool/README.md) - 使用Excel作为配置表,兼顾**高性能、高适应性**,点击F8加载手动生成的 Excel 二进制缓存,运行时自动读取最新 Excel,无需频繁导表。
* [2. 资源加载(内置)](https://github.com/TippingGame/F8Framework/blob/main/Tests/AssetManager/README.md) - **编辑器下**:点击F8自动生成资产索引/AB名称,自动区分不同平台,清理多余AB和文件夹,Editor模式下减少开发周期。**运行时**:同步/异步加载单个资产,展开文件夹或同一AB下所有资产,自动判断是 Resources / AssetBundle 资产,加载Remote远程资产,获取加载进度,同步打断异步加载。你可以这样加载AssetBundle:**单个资产单个AB、指定文件夹名称(文件夹第一层的AB)、设置多个资产为同一AB名(指定任意资产名)**
* [3. 模块中心(内置)](https://github.com/TippingGame/F8Framework/blob/main/Tests/Module/README.md) - 模块中心可以获取所有模块的实例,延迟加载策略,自由控制生命周期。
* [4. 日志管理(内置)](https://github.com/TippingGame/F8Framework/blob/main/Tests/Log/README.md) - 打印日志,写入文件,上报错误。
* [5. 声音管理(内置)](https://github.com/TippingGame/F8Framework/blob/main/Tests/Audio/README.md) - 声音的播放/暂停/停止/进度控制,音量控制/保存,全局暂停/恢复。Audio分为三大类:**背景音乐、人声、特效声**。
* [6. 事件管理(内置)](https://github.com/TippingGame/F8Framework/blob/main/Tests/Event/README.md) - 发送消息事件,事件监听,防止**消息死循环**,自动释放事件。
* [7. 时间管理(内置)](https://github.com/TippingGame/F8Framework/blob/main/Tests/Timer/README.md) - 提供Timer、FrameTimer两种计时器,暂停/恢复,自动释放Timer。
* [8. 补间动画(内置)](https://github.com/TippingGame/F8Framework/blob/main/Tests/Tween/README.md) - 播放/终止动画,有旋转/位移/缩放/渐变/填充动画,可根据UI的**相对布局**位移动画。
* [9. 引用池管理(内置)](https://github.com/TippingGame/F8Framework/blob/main/Tests/ReferencePool/README.md) - 引用池管理,C# 对象,入池/取出/回收/清空。
* [10. 游戏对象池(内置)](https://github.com/TippingGame/F8Framework/blob/main/Tests/GameObjectPool/README.md) - 游戏对象池管理,GameObject 预加载池化,生成/销毁/延迟销毁,生命周期事件监听。
* [11. 本地化管理(内置)](https://github.com/TippingGame/F8Framework/blob/main/Tests/Localization/README.md) - 本地化 Text / TextMeshPro / Image / RawImage / SpriteRenderer / Renderer / Audio / Timeline 等组件,使用 **Excel** 作为多语言翻译表。
* [12. 有限状态机(内置)](https://github.com/TippingGame/F8Framework/blob/main/Tests/FSM/README.md) - 自定义有限状态机 FSMState / FSMSwitch,创建/切换状态/轮询/销毁。
* [13. 下载管理器(内置)](https://github.com/TippingGame/F8Framework/blob/main/Tests/Download/README.md) - 支持localhost与http地址文件的下载,可**本地写入、监听下载进度、断点续传**,支持动态添加、移除、暂停、恢复下载。
* [14. UI界面管理(内置)](https://github.com/TippingGame/F8Framework/blob/main/Tests/UI/README.md) - 处理界面加载、打开、关闭、查询、层级控制、自定义动画、自动获取组件索引。UI界面分为三大类:**普通UI、模态弹窗、非模态弹窗**。
* [15. 输入系统管理(内置)](https://github.com/TippingGame/F8Framework/blob/main/Tests/Input/README.md) - 使用同一套代码,通过自定义输入设备,适配多平台,可热切换输入设备,或同时启用多套输入设备。
* [16. 游戏流程管理(内置)](https://github.com/TippingGame/F8Framework/blob/main/Tests/Procedure/README.md) - 自定义流程节点 ProcedureNode,控制游戏流程的,添加/运行/轮询/移除。
* [17. 本地数据存储(内置)](https://github.com/TippingGame/F8Framework/blob/main/Tests/Storage/README.md) - 本地数据存储/读取。
* [18. SDK接入管理(内置)](https://github.com/TippingGame/F8Framework/blob/main/Tests/SDKManager/README.md) - 与**原生平台交互**,接入多个平台或者渠道SDK,登录/退出/切换/支付/视频广告/退出游戏/原生Toast。
* [19. 网络连接与通信(内置)](https://github.com/TippingGame/F8Framework/blob/main/Tests/Network/README.md) - 使用 KCP / TCP / WebSocket 网络通讯协议建立长连接通道,支持Client端和Server端。
### ----------第三方库(注意冲突)----------
* Excel.dll:读/写 Excel(已修改缓存地址为Application.persistentDataPath)
* I18N.CJK.dll,I18N.dll,I18N.MidEast.dll,I18N.Other.dll,I18N.Rare.dll,I18N.West.dll:只为读/写 Excel
* [ICSharpCode.SharpZipLib](https://github.com/icsharpcode/SharpZipLib):压缩/解压缩
* [Mirror(内置):KCP](https://github.com/MirrorNetworking/kcp2k):Reliable UDP
* [Mirror(内置):Telepathy](https://github.com/MirrorNetworking/Telepathy):TCP
* [Mirror(内置):Websockets](https://github.com/MirrorNetworking/SimpleWebTransport):Websockets
* [LitJson](https://github.com/LitJSON/litjson):序列化/反序列化 JSON(已修改字典Key可以使用int类型,增加Unity常用类型:Type,Vector2,Vector3,Vector4,Quaternion,GameObject,Transform,Color,Color32,Bounds,Rect,RectOffset,LayerMask,Vector2Int,Vector3Int,RangeInt,BoundsInt)
* [MessagePack-CSharp](https://github.com/MessagePack-CSharp/MessagePack-CSharp):序列化/反序列化数据
## 使用步骤
### 推荐导入方式(可修改源码或更新)
[安装git](https://git-scm.com/),使用git命令拉取:
```text
git clone https://github.com/TippingGame/F8Framework.git
```
或者直接[下载完整包](https://codeload.github.com/TippingGame/F8Framework/zip/refs/heads/main),放入工程里。
### 也可以
在 Unity 包管理器中,使用 Git URL 添加 F8 核心包。
1. 打开 Unity Editor
2. 点击菜单的 **Window** 项,再点击 **Package Manager** 子项
3. 点击左上角 **+** 号,选择 **Add Package from git URL**
4. 输入 <https://github.com/TippingGame/F8Framework.git>,请确认导入成功
## 新手指南
* [游戏启动器:](https://github.com/TippingGame/F8Framework/blob/main/Launcher/GameLauncher.cs)游戏启动器示例。[GameLauncher.cs](https://github.com/TippingGame/F8Framework/blob/main/Launcher/GameLauncher.cs)
* [模块自定义改名:](https://github.com/TippingGame/F8Framework/blob/main/Launcher/FF8.cs)模块自定义改名。[FF8.cs](https://github.com/TippingGame/F8Framework/blob/main/Launcher/FF8.cs)
## 视频教程
* 视频教程:[【Unity框架】开源 F8Framework 游戏框架介绍](https://www.bilibili.com/video/BV16i42117nx/?share_source=copy_web&vd_source=2fde88c46cd96d06f86859724813e355)
* 游戏项目Demo:[https://github.com/TippingGame/F8FrameworkDemo](https://github.com/TippingGame/F8FrameworkDemo)
## 社区
* qq开发交流群:722647431
---
## INTRODUCTION
F8 Framework is an **elegant, lightweight, and intuitive** Game Framework based on the Unity engine. The components revolve around F8 one click startup, **without the need for cumbersome startup configurations**, with minimal mental burden. The overall framework follows the principle of developing games with **minimal usage costs**.
## SUPPORTED
Unity 2021.3.15f1+
Support for building:Win / Android / iOS / Mac / Linux / WebGL / WeChat mini game([Building Documents](https://github.com/TippingGame/F8Framework/blob/main/Tests/SDKManager/README_EN.md))
## Quick preview of document - 1 minute
### ----------Optional Features----------
* [1. Hot update version manager (built-in)](https://github.com/TippingGame/F8Framework/blob/main/Tests/HotUpdateManager/README_EN.md) - Select packaging platform, output path, version number, remote asset loading address, enable hot update, full packaging, subcontracting, and empty packaging.
* [2. High speed local cache (built-in)](https://github.com/TippingGame/F8Framework/blob/main/Tests/CacheStorage/README_EN.md) - High speed local caching, downloading and caching bytes Serializable assets such as JSON, text, and texture, set cache quantity, size, and lifetime, and clear cache.
* [3. Code Hot Update (Import HybridCLR)](https://github.com/TippingGame/F8Framework/blob/main/Tests/HybridCLR/README_EN.md) - [HybridCLR](https://github.com/focus-creative-games/hybridclr) HybridCLR is a full-platform native c# hot update solution for Unity with complete features, zero cost, high performance, and low memory.
### ----------Core Features----------
* [1. Config table (built-in)](https://github.com/TippingGame/F8Framework/blob/main/Tests/ExcelTool/README_EN.md) - Using Excel as the configuration table, **balancing high performance and adaptability**, click F8 to load the manually generated Excel binary cache, and automatically read the latest Excel at runtime without the need for frequent table navigation.
* [2. Asset Manager (built-in)](https://github.com/TippingGame/F8Framework/blob/main/Tests/AssetManager/README_EN.md) - **At editor**: Click F8 to automatically generate asset index/AB name, automatically distinguish different platforms, and clean up excess AB and folders, Reduce development cycle in Editor mode. **At runtime**: load a single asset synchronously/asynchronously, expand a folder or all assets under the same AB, automatically determine whether it is a Resources/AssetBundle asset, load remote assets, obtain loading progress, and synchronously interrupt asynchronous loading. You can load AssetBundle in this way: **a single asset with a single AB, specify a folder name (AB on the first layer of the folder), set multiple assets to the same AB name (specify any asset name)**.
* [3. Module Center (built-in)](https://github.com/TippingGame/F8Framework/blob/main/Tests/Module/README_EN.md) - The module center can obtain instances of all modules, implement delayed loading strategies, and freely control the lifecycle.
* [4. Log Manager (built-in)](https://github.com/TippingGame/F8Framework/blob/main/Tests/Log/README_EN.md) - Print logs, write files, and report errors.
* [5. Sound Manager (built-in)](https://github.com/TippingGame/F8Framework/blob/main/Tests/Audio/README_EN.md) - Play/pause/stop/progress control of sound, volume control/save, global pause/resume. Audio is divided into three categories: **background music, vocals, and special effects sound**.
* [6. Event Manager (built-in)](https://github.com/TippingGame/F8Framework/blob/main/Tests/Event/README_EN.md) - Send message events, monitor events, **prevent message loops**, and automatically release events.
* [7. Time Manager (built-in)](https://github.com/TippingGame/F8Framework/blob/main/Tests/Timer/README_EN.md) - Provide Timer/FrameTimer has two types of timers, pause/resume, and automatically release the timer.
* [8. Tween Animation (built-in)](https://github.com/TippingGame/F8Framework/blob/main/Tests/Tween/README_EN.md) - Play/Stop animations, including rotation/displacement/scaling/gradient/fill animations, which can be shifted based on the **relative layout** of the UI.
* [9. Reference Pool Manager (built-in)](https://github.com/TippingGame/F8Framework/blob/main/Tests/ReferencePool/README_EN.md) - Reference Pool Manager, C # object, pooling/retrieving/recycling/emptying.
* [10. GameObject Pool (built-in)](https://github.com/TippingGame/F8Framework/blob/main/Tests/GameObjectPool/README_EN.md) - GameObject Pool Manager, GameObject preload pooling, generation/destruction/delayed destruction, lifecycle event monitoring.
* [11. Localization Manager (built-in)](https://github.com/TippingGame/F8Framework/blob/main/Tests/Localization/README_EN.md) - Localize components such as Text/TextMeshPro/Image/RawImage/SpriteRenderer/Renderer/Audio/Timeline, and use **Excel** as a multilingual translation table.
* [12. Finite state machine (built-in)](https://github.com/TippingGame/F8Framework/blob/main/Tests/FSM/README_EN.md) - Customize finite state machine FSMState/FSMSwitch, create/switch states/poll/destroy.
* [13. Download Manager (built-in)](https://github.com/TippingGame/F8Framework/blob/main/Tests/Download/README_EN.md) - Supports downloading of files from both local host and HTTP addresses, **allowing for local writing, monitoring of download progress, and recovery of downloads**. It also supports dynamic addition, removal, pause, and recovery of downloads.
* [14. UI interface manager (built-in)](https://github.com/TippingGame/F8Framework/blob/main/Tests/UI/README_EN.md) - Handle interface loading, opening, closing, querying, hierarchical control, custom animation, and automatic retrieval of component indexes. UI interfaces are divided into three categories: **regular UI, modal pop ups, and non modal pop ups**.
* [15. Input System Manager (built-in)](https://github.com/TippingGame/F8Framework/blob/main/Tests/Input/README_EN.md) - Using the same set of code, customize input devices, adapt to multiple platforms, hot switch input devices, or enable multiple sets of input devices simultaneously.
* [16. Game Procedure Manager (built-in)](https://github.com/TippingGame/F8Framework/blob/main/Tests/Procedure/README_EN.md) - Customize the process node ProcedureNode to control the game process, add/run/poll/remove.
* [17. Local data storage (built-in)](https://github.com/TippingGame/F8Framework/blob/main/Tests/Storage/README_EN.md) - Local data storage/reading.
* [18. SDK Manager (built-in)](https://github.com/TippingGame/F8Framework/blob/main/Tests/SDKManager/README_EN.md) - Interacting with **native platforms**, accessing multiple platform or channel SDKs, logging in/out/switching/payment/video advertising/exiting games/native Toast.
* [19. Network Manager (built-in)](https://github.com/TippingGame/F8Framework/blob/main/Tests/Network/README_EN.md) - Establish long connection channels using KCP/TCP/WebSocket network communication protocols, supporting both client and server ends.
### ----------Third Party Libraries (note conflicts)----------
* Excel.dll:Read/Write Excel (cache address has been changed to Application. persistentDataPath)
* I18N.CJK.dll,I18N.dll,I18N.MidEast.dll,I18N.Other.dll,I18N.Rare.dll,I18N.West.dll:Only for Read/Write Excel
* [ICSharpCode.SharpZipLib](https://github.com/icsharpcode/SharpZipLib):Compression/Decompression
* [Mirror(built in):KCP](https://github.com/MirrorNetworking/kcp2k):Reliable UDP
* [Mirror(built in):Telepathy](https://github.com/MirrorNetworking/Telepathy):TCP
* [Mirror(built in):Websockets](https://github.com/MirrorNetworking/SimpleWebTransport):Websockets
* [LitJson](https://github.com/LitJSON/litjson):Serialize/Deserialize JSON (modified dictionary key can use int type, added Unity common types: Type,Vector2,Vector3,Vector4,Quaternion,GameObject,Transform,Color,Color32,Bounds,Rect,RectOffset,LayerMask,Vector2Int,Vector3Int,RangeInt,BoundsInt)
* [MessagePack-CSharp](https://github.com/MessagePack-CSharp/MessagePack-CSharp):Serialize/Deserialize data
## IMPORT
### Recommend (source code can be modified or updated)
[Install Git](https://git-scm.com/) use git command to pull:
```text
git clone https://github.com/TippingGame/F8Framework.git
```
Or [download the complete package](https://codeload.github.com/TippingGame/F8Framework/zip/refs/heads/main), Put it into the project。
### also
In the Unity Package Manager, add the F8Framework package using Git URL.
1. Open Unity Editor
2. Click on the **Window** item in the menu, then click on the **Package Manager** sub item
3. Click on the **+** sign in the upper left corner and select **Add Package from git URL**
4. Input <https://github.com/TippingGame/F8Framework.git>, Please confirm successful import
## GUIDE
* [GameLauncher:](https://github.com/TippingGame/F8Framework/blob/main/Launcher/GameLauncher.cs)Game Launcher Example.[GameLauncher.cs](https://github.com/TippingGame/F8Framework/blob/main/Launcher/GameLauncher.cs)
* [Module renaming:](https://github.com/TippingGame/F8Framework/blob/main/Launcher/FF8.cs)Module customization renaming.[FF8.cs](https://github.com/TippingGame/F8Framework/blob/main/Launcher/FF8.cs)
", Assign "at most 3 tags" to the expected json: {"id":"9870","tags":[]} "only from the tags list I provide: [{"id":77,"name":"3d"},{"id":89,"name":"agent"},{"id":17,"name":"ai"},{"id":54,"name":"algorithm"},{"id":24,"name":"api"},{"id":44,"name":"authentication"},{"id":3,"name":"aws"},{"id":27,"name":"backend"},{"id":60,"name":"benchmark"},{"id":72,"name":"best-practices"},{"id":39,"name":"bitcoin"},{"id":37,"name":"blockchain"},{"id":1,"name":"blog"},{"id":45,"name":"bundler"},{"id":58,"name":"cache"},{"id":21,"name":"chat"},{"id":49,"name":"cicd"},{"id":4,"name":"cli"},{"id":64,"name":"cloud-native"},{"id":48,"name":"cms"},{"id":61,"name":"compiler"},{"id":68,"name":"containerization"},{"id":92,"name":"crm"},{"id":34,"name":"data"},{"id":47,"name":"database"},{"id":8,"name":"declarative-gui "},{"id":9,"name":"deploy-tool"},{"id":53,"name":"desktop-app"},{"id":6,"name":"dev-exp-lib"},{"id":59,"name":"dev-tool"},{"id":13,"name":"ecommerce"},{"id":26,"name":"editor"},{"id":66,"name":"emulator"},{"id":62,"name":"filesystem"},{"id":80,"name":"finance"},{"id":15,"name":"firmware"},{"id":73,"name":"for-fun"},{"id":2,"name":"framework"},{"id":11,"name":"frontend"},{"id":22,"name":"game"},{"id":81,"name":"game-engine "},{"id":23,"name":"graphql"},{"id":84,"name":"gui"},{"id":91,"name":"http"},{"id":5,"name":"http-client"},{"id":51,"name":"iac"},{"id":30,"name":"ide"},{"id":78,"name":"iot"},{"id":40,"name":"json"},{"id":83,"name":"julian"},{"id":38,"name":"k8s"},{"id":31,"name":"language"},{"id":10,"name":"learning-resource"},{"id":33,"name":"lib"},{"id":41,"name":"linter"},{"id":28,"name":"lms"},{"id":16,"name":"logging"},{"id":76,"name":"low-code"},{"id":90,"name":"message-queue"},{"id":42,"name":"mobile-app"},{"id":18,"name":"monitoring"},{"id":36,"name":"networking"},{"id":7,"name":"node-version"},{"id":55,"name":"nosql"},{"id":57,"name":"observability"},{"id":46,"name":"orm"},{"id":52,"name":"os"},{"id":14,"name":"parser"},{"id":74,"name":"react"},{"id":82,"name":"real-time"},{"id":56,"name":"robot"},{"id":65,"name":"runtime"},{"id":32,"name":"sdk"},{"id":71,"name":"search"},{"id":63,"name":"secrets"},{"id":25,"name":"security"},{"id":85,"name":"server"},{"id":86,"name":"serverless"},{"id":70,"name":"storage"},{"id":75,"name":"system-design"},{"id":79,"name":"terminal"},{"id":29,"name":"testing"},{"id":12,"name":"ui"},{"id":50,"name":"ux"},{"id":88,"name":"video"},{"id":20,"name":"web-app"},{"id":35,"name":"web-server"},{"id":43,"name":"webassembly"},{"id":69,"name":"workflow"},{"id":87,"name":"yaml"}]" returns me the "expected json"