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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,框架整体遵循以极少的使用成本开发游戏。

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F8Framework

F8 Framework

license license license Unity Version Platform

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

文档快速预览 - 1分钟

----------可选功能----------

----------核心功能----------

  • 1. 配置表(内置) - 使用Excel作为配置表,兼顾高性能、高适应性。字段类型分为:基础类型、容器类型,可自由组合类型。点击F8生成的 Excel 二进制文件和C#类,点击F7实时读取 Excel 并替换数据,无需频繁导表,可多端运行时读写Excel。
  • 2. 资源加载(内置) - 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) - 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) - 打印日志,写入文件,上报错误。
  • 5. 声音管理(内置) - 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) - 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) - 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) - 播放/终止动画,自由组合动画,有旋转/位移/缩放/渐变/填充/震动动画,可根据UI的相对布局位移动画。
  • 9. 引用池管理(内置) - 引用池管理,C# 对象,入池/取出/回收/清空。
  • 10. 游戏对象池(内置) - 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) - 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) - 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) - 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) - 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,内置各种常用组件。
  • 15. 输入系统管理(内置) - 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) - 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) - 本地数据存储/读取。
  • 18. SDK接入管理(内置) - 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) - 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:压缩/解压缩
  • Mirror(内置):KCP:Reliable UDP
  • Mirror(内置):Telepathy:TCP
  • Mirror(内置):Websockets:Websockets
  • LitJson:序列化/反序列化 JSON(已修改字典Key支持更多非string的C#基础类型,增加Unity常用类型:Type,Vector2,Vector3,Vector4,Quaternion,GameObject,Transform,Color,Color32,Bounds,Rect,RectOffset,LayerMask,Vector2Int,Vector3Int,RangeInt,BoundsInt)

使用步骤

推荐导入方式(可修改源码或更新)

安装git,使用git命令拉取:

git clone https://github.com/TippingGame/F8Framework.git

或者直接下载完整包,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

更新版本号说明,如:1.0.0,第一位代表大版本,第二位代表框架的使用有修改,第三位代表修订版本。(注意:确保更新框架前工程没有报错,更新后点击F8即可)

新手指南

视频教程

社区

上架游戏

脑光(TapTap / WebGL 待定 待定 待定

赞助

image

感谢赞助

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

Quick preview of document - 1 minute

----------Optional Features----------

----------Core Features----------

  • 1. Config table (built-in) - Use Excel as the configuration table, taking into account both high performance and high adaptability. The field types are divided into: basic types and container types, and these types can be freely combined. Click F8 to generate Excel binary files and C# classes. Click F7 to read Excel data in real time and replace the data. There is no need to frequently import the tables, and it enables reading and writing of Excel files during runtime on multiple platforms.
  • 2. Asset Manager (built-in) - 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) - The module center can obtain instances of all modules, implement delayed loading strategies, and freely control the lifecycle.
  • 4. Log Manager (built-in) - Print logs, write files, and report errors.
  • 5. Sound Manager (built-in) - 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) - Send message events, monitor events, prevent message loops, and automatically release events.
  • 7. Time Manager (built-in) - Provide Timer/FrameTimer has two types of timers, pause/resume, and automatically release the timer.
  • 8. Tween Animation (built-in) - Play/stop animations. Animations can be freely combined. There are rotation/displacement/scale/fade/fill/shake animations. Animations can be moved according to the relative layout of the UI.
  • 9. Reference Pool Manager (built-in) - Reference Pool Manager, C # object, pooling/retrieving/recycling/emptying.
  • 10. GameObject Pool (built-in) - GameObject Pool Manager, GameObject preload pooling, generation/destruction/delayed destruction, lifecycle event monitoring.
  • 11. Localization Manager (built-in) - 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) - Customize finite state machine FSMState/FSMSwitch, create/switch states/poll/destroy.
  • 13. Download Manager (built-in) - 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) - 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, it has various commonly used components built-in..
  • 15. Input System Manager (built-in) - 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) - Customize the process node ProcedureNode to control the game process, add/run/poll/remove.
  • 17. Local data storage (built-in) - Local data storage/reading.
  • 18. SDK Manager (built-in) - 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) - 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:Compression/Decompression
  • Mirror(built in):KCP:Reliable UDP
  • Mirror(built in):Telepathy:TCP
  • Mirror(built in):Websockets:Websockets
  • LitJson:Serialize/Deserialize JSON (modified dictionary key to support more non string C # base types, added Unity common types: Type,Vector2,Vector3,Vector4,Quaternion,GameObject,Transform,Color,Color32,Bounds,Rect,RectOffset,LayerMask,Vector2Int,Vector3Int,RangeInt,BoundsInt)

IMPORT

Recommend (source code can be modified or updated)

Install Git use git command to pull:

git clone https://github.com/TippingGame/F8Framework.git

Or download the complete package, 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

Explanation of the updated version number. For example, in 1.0.0, the first digit represents the major version, the second digit indicates that there are modifications to the use of the framework, and the third digit represents the revision version. (Note: Make sure there are no errors in the project before updating the framework. After the update, simply click F8.)

GUIDE

About

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,框架整体遵循以极少的使用成本开发游戏。

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