GameLauncher | Framework startup entry point (MonoBehaviour). Uses coroutine IEnumerator Start() for async initialization. Drives ModuleCenter.Update/LateUpdate/FixedUpdate in its own Update loops. |
FF8 | Static module alias hub with lazy initialization. Each property auto-creates its module via ModuleCenter.CreateModule<T>() if not yet assigned. |
ModuleCenter | Core module lifecycle manager. Handles Initialize, CreateModule, Update, LateUpdate, FixedUpdate for all modules. |
MessageManager | Global message/event dispatcher. Accessed via FF8.Message. |
InputManager | Input device management. Requires DefaultInputHelper as creation parameter. |
StorageManager | Local data persistence (PlayerPrefs-based with optional AES encryption). |
TimerManager | Timer and FrameTimer management. Depends on MessageManager. |
ProcedureManager | Game flow/procedure node management. |
NetworkManager | TCP/KCP/WebSocket networking. |
FSMManager | Finite state machine management. |
GameObjectPool | GameObject pooling. Also carries the global pool configuration and delayed-despawn behavior. |
AssetManager | Asset loading (Resources / AssetBundle / Remote). |
AssetBundleManager | AssetBundle manifest loading. Must call LoadAssetBundleManifest() after AssetManager creation. |
F8DataManager | Excel config data manager. Accessed via FF8.Config. |
AudioManager | BGM, voice, and SFX management. Depends on Asset, GameObjectPool, Tween, Timer. |
Tween | Tween animation engine. Accessed via FF8.Tween. |
UIManager | UI panel lifecycle management. Depends on Asset. |
Localization | Multi-language support. Requires F8DataManager.Instance.GetLocalizedStrings() as creation parameter. |
SDKManager | Native platform SDK integration. Depends on Message. |
DownloadManager | HTTP download management. |
F8LogWriter | File-based log writer. Accessed via FF8.LogWriter. |
HotUpdateManager | Hot update version management. Depends on Asset and Download. |