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F8Framework
F8Framework에는 TippingGame에서 수집한 skills 49개가 있으며, 저장소 수준 직업 범위와 사이트 내 skill 상세 페이지를 제공합니다.
이 저장소의 skills
Use when creating, modifying, opening, closing, animating, binding, loading, debugging, or validating F8Framework UI views and items, including UIManager layers, BaseView/BaseItem templates, ComponentBind generation, canvas setup, Notify/Dialog behavior, and UI resource cleanup.
Use as the master index and router for the full F8Framework skill library. Trigger when selecting the correct skill or skill chain across foundation bootstrap, runtime features, editor tooling, utility tools, and build packaging workflows.When a feature needs to be implemented, priority should be given to using the skills of F8Framework.
Use when implementing or troubleshooting HotUpdate feature workflows — version management, hot update, sub-package loading in F8Framework.
Use when implementing or troubleshooting Tween feature workflows — tween animations, sequences, chain calls, UI relative motion, and coroutine/async support in F8Framework.
Use when implementing or troubleshooting Audio feature workflows — BGM, voice, SFX, 3D audio, volume control, and AudioMixer in F8Framework.
Use when implementing or troubleshooting ExcelTool feature workflows — config table loading, Excel binary/JSON generation, variant support, and runtime data access in F8Framework.
Use when working with Module editor tools — right-click context menu for creating Module, ModuleMono, StaticModule, and ActivityModule templates in F8Framework.
Use when implementing or troubleshooting Module feature workflows — ModuleCenter lifecycle, module creation, StaticModule, ActivityModule, update attributes in F8Framework.
Use as the routing skill for selecting the correct F8Framework layer skill chain across foundation, features, editor, tools, and build.
Use when working with Assembly Reflection tools — type discovery, reflection utilities, and assembly scanning in F8Framework.
Use when implementing or troubleshooting AssetManager feature workflows — asset loading, AB mapping, runtime resource retrieval, and scene loading in F8Framework.
Use when implementing or troubleshooting Event feature workflows — message dispatching, event listening, EventDispatcher auto-cleanup, and strongly typed zero-GC event parameters (0-7 args, no object[] compatibility path) in F8Framework.
Use when implementing or troubleshooting Input feature workflows — multi-platform input, virtual buttons, device switching, and key/axis listening in F8Framework.
Use when executing builds, generating update packages, or verifying build artifacts with F5 build tool in F8Framework.
Use when working with AssetManager editor tools — F8 shortcut, AB name management, asset index generation, and asset status inspector in F8Framework.
Use when working with ComponentBind editor tools — auto-generating component reference code from UI hierarchies in F8Framework.
Use when working with Event editor tools — event system monitor window for debugging active listeners in F8Framework.
Use when working with ExcelTool editor tools — F8/F7 shortcuts, Excel directory configuration, binary/JSON export settings in F8Framework.
Use when working with F8Helper editor tools — the main F8 menu items, shortcuts, and one-click actions in F8Framework.
Use when working with GameObjectPool editor tools — preload pool Inspector, PoolsPreset ScriptableObject creation in F8Framework.
Use when working with Localization editor tools — F6 language switching, localization component Inspector, and Excel-based translation management in F8Framework.
Use when working with Log editor tools — LogViewer setup, debug command registration, and log editor settings in F8Framework.
Use when working with PlayerPrefsEditor tools — viewing, editing, and managing PlayerPrefs data in the Unity Editor in F8Framework.
Use when working with PlayModePlus editor tools — editor play mode enhancements and development convenience features in F8Framework.
Use when working with UI editor tools — sprite slicing, atlas tools, safe area setup, BaseView template creation, and UI utility components in F8Framework.
Use when implementing or troubleshooting Download feature workflows — HTTP file downloads, progress tracking, and resumable transfers in F8Framework.
Use when implementing or troubleshooting FSM feature workflows — finite state machines, state transitions, blackboard data, and FSM groups in F8Framework.
Use when implementing or troubleshooting GameObjectPool feature workflows — object pooling, preloading, spawn/despawn, and lifecycle events in F8Framework.
Use when implementing or troubleshooting HybridCLR feature workflows — C# code hot update integration in F8Framework.
Use when implementing or troubleshooting Localization feature workflows — multi-language support, component localization, Excel-based translation tables in F8Framework.
Use when implementing or troubleshooting Log feature workflows — logging, file writing, error reporting, LogViewer, and debug commands in F8Framework.
Use when implementing or troubleshooting Network feature workflows — TCP, KCP, WebSocket client and server communication in F8Framework.
Use when implementing or troubleshooting Obfuz feature workflows — code obfuscation and protection in F8Framework.
Use when implementing or troubleshooting Procedure feature workflows — game flow control, ProcedureNode management in F8Framework.
Use when implementing or troubleshooting ReferencePool feature workflows — C# object pooling via IReference interface in F8Framework.
Use when implementing or troubleshooting SDKManager feature workflows — native platform integration, login, pay, ads, and platform-specific setup in F8Framework.
Use when implementing, documenting, or troubleshooting Storage workflows in F8Framework, including local persistence, user-scoped keys, AES encryption, Gzip compression, generic collections, and common Unity value types.
Use when implementing or troubleshooting Timer feature workflows — Timer, FrameTimer, server time sync, extensions, pause/resume in F8Framework.
Use when onboarding F8Framework, initializing first-run setup, or explaining launcher and directory responsibilities before feature work.
Use when working with BinarySerializer tools — binary serialization and deserialization utilities in F8Framework.