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This is part of code architecture from game projects. Are there any flaws or inaccuracies?
@startuml
title Classes Diagram

class AUpdater {
  -UpdateManager _updateManager
  #virtual void Start()
  +virtual void UpdateGObject()
  #void OnDestroy()
}

class UpdateManager {
  -List<AUpdater> _updaters
  +UpdateManager Instance
  -void Awake()
  -void Update()
  +void AddUpdater()
  +void RemoveUpdater()
  +List<MemoryManager> GetAllNPCAgents()
  +bool NeedsToBeSaved()
  +bool NeedsReinstantiation()
  +object SaveState()
  +void LoadState()
  +void PostInstantiation()
  +void GotAddedAsChild()
}

class NPCAgent {
  -AIDomainDefinition _domainDefinition
  -Planner<AIContext> _planner
  -Domain<AIContext> _domain
  -AIContext _context
  -SensorySystem _sensory
  -AgentAccess _agentAccess
  -GameObject _healthBar
  -GameObject _healthBarInstance
  -HealthSystem _healthSystem
  -MemoryManager _memory
  -AgentInventory _inventory
  -AgentCharacteristics _characteristics
  -AIPath _aIPath
  -AgentPhysics _physics
  +AIDestinationSetter AIDestinationSetter
  +GameObject CurrentTargetToMove
  +Transform AgentTransform
  +Quaternion AgentRotation
  #void Awake()
  -void SetHTN()
  -void SetDefaultWorldStates()
  -void OnListChanged()
  +override void UpdateGObject()
  -void IfAgentAlive()
  -void DebugPlan()
  -void SpawnAndSetHealthBar()
  -void UpdateHealthBarPosition()
  -void SetState()
  -void SetDead()
  +bool NeedsToBeSaved()
  +bool NeedsReinstantiation()
  +object SaveState()
  +void LoadState()
  +void PostInstantiation()
  +void GotAddedAsChild()
}

class MemoryManager {
   -AgentCharacteristics _characteristics
   +List<Transform> VisibleEntities
   +List<GroundItem> VisibleItems
   +List<AgentCharacteristics> VisibleHumanAgents
   +List<MemGroundItem> LastVisibleItems
   +List<MemHumanAgent> LastVisibleHumans
   +List<MemHumanAgent> LastVisibleEnemies
   +byte[] WorldStates
   +GroundItem TargetItem
   +MemHumanAgent TargetEnemy
   +string PreviousHTNOperator
   -string _currentFHTNOperator
   +string CurrentFHTNOperator
   #void Awake()
   +void DefineEntities()
   -void StoreItemsInMemory()
   -bool FoundTheSameInLastVisibleItems()
   -void StoreHumansInMemory()
   -(bool, int) FoundTheSameInLastVisibleHumans()
   -void StoreEnemiesInMemory()
   +bool HasAliveEnemyInMemory() 
   +GroundItem GetClosestVisibleItem() 
   +MemHumanAgent GetClosestEnemyInMemory() 
   +bool WantToPickItems() 
   +bool NeedsToBeSaved() 
   +bool NeedsReinstantiation() 
   +object SaveState() 
   +void LoadState() 
   +void PostInstantiation() 
}

struct MemGroundItem {
    +GroundItem GroundItem 
    +bool WantsToPick 
}

class MemHumanAgent {
    -float _timerInSeconds 
    -bool _coroutineStarted 
    +bool IsLastPosChecked 
    +string ID 
    +AgentCharacteristics AgentChar 
    -SaveableEntity.Vector3Data _lastKnownPosition 
    +Vector3 LastKnownPosition 
    +int relationToAgent 
    +MemHumanAgent() 
    +void UpdateLastKnowPosition() 
    -IEnumerator GetCurrentAgentPosCoroutine() 

}

class AgentPhysics {
    +Collider2D Collider 
    -float _pushForce 
    -void Awake() 
    -void OnCollisionEnter2D() 
    +bool NeedsToBeSaved() 
    +bool NeedsReinstantiation() 
    +object SaveState() 
    +void LoadState() 
    +void PostInstantiation() 
    +void GotAddedAsChild() 

}

class AgentCharacteristics {
    -AIPath _aIPath 
    +string AgentName 
    +Faction Faction 
    +AIDomainDefinition DomainDefinition 
    +Transform AgentTransform  
    +byte[] AgentWorldStates  
    +bool IsAlive  
    +Vector3 CurrentVelocity  
    -void Awake()  
    -void Start()  
    +bool NeedsToBeSaved()  
    +bool NeedsReinstantiation()  
    +object SaveState()  
    +void LoadState()  
    +void PostInstantiation()  
    +void GotAddedAsChild()

}

class AgentInventory {
     +InventoryObject Inventory  
     +InventoryObject Equipment  
     +EquipmentManager EquipmentManager  
     +Action<AIWorldState, bool> OnItemsUpdated  
     +int ItemsInInventory  
     +int WeaponsInInventory  
     +int EquippedWeaponsInInventory  
     +Attribute[] Attributes  
     +BodyPart[] BodyParts  
     +ObservableCollection<GroundItem> ItemsInPickupRanger  
     #void Awake()  
     #override void Start()  
     -void CreateAttributes()  
     -void CreateInventories()  
     -void CreateInventory()  
     -void CreateEquipmentInventory()  
     -void SubscribeEquipmentSlots()  
     +void AttributeModified()  
     -void OnTriggerEnter2D()  
     -void OnTriggerExit2D()   
     +GroundItem GetFirstItem()   
     +(bool, bool) PickUpItem()   
     -bool HasItemsInPickUpRange()   
     -void SetInventoryStates()   
     -void RemoveItemFromLists()   
     +void DropItem()   
     void OnApplicationQuit()   
     +bool NeedsToBeSaved()   
     +bool NeedsReinstantiation()   
     +object SaveState()   
     +void LoadState()   
     +void PostInstantiation()
     +void GotAddedAsChild()
}

MonoBehaviour <|-- AUpdater : inherits from >
MonoBehaviour <|-- UpdateManager : inherits from >
MonoBehaviour <|-- AgentCharacteristics : inherits from >

AUpdater <|-- NPCAgent : inherits from >
AUpdater <|-- MemoryManager : inherits from >
AUpdater <|-- AgentInventory : inherits from >
AUpdater <|-- AgentPhysics : inherits from >
AUpdater..> UpdateManager: references >

ISaveable <|-- UpdateManager : inherits from >
ISaveable <|-- NPCAgent : inherits from >
ISaveable <|-- MemoryManager : inherits from >
ISaveable <|-- AgentPhysics : inherits from >
ISaveable <|-- AgentCharacteristics : inherits from >
ISaveable <|-- AgentInventory : inherits from >

UpdateManager ..> MemoryManager : manages >
UpdateManager ..> AUpdater : manages >

NPCAgent ..> AIDomainDefinition : has >
NPCAgent ..> AIContext : uses >
NPCAgent ..> SensorySystem : uses >
NPCAgent ..> AgentAccess : has >
NPCAgent ..> HealthSystem : has >
NPCAgent ..> MemoryManager : has >
NPCAgent ..> AgentInventory: has >
NPCAgent ..> AgentCharacteristics : uses >
NPCAgent ..> AIPath: has >
NPCAgent ..> AgentPhysics : uses >
NPCAgent ..> AIDestinationSetter : has >

MemoryManager ..> AgentCharacteristics : uses >
MemoryManager ..> GroundItem : uses >
MemoryManager ..> MemGroundItem : uses >
MemoryManager ..> MemHumanAgent : uses >

MemHumanAgent ..> AgentCharacteristics : has >

AgentCharacteristics ..> AIPath : has >
AgentCharacteristics ..> Faction : has >
AgentCharacteristics ..> AIDomainDefinition : has >

AgentInventory ..> InventoryObject : has >
AgentInventory ..> EquipmentManager : has >
AgentInventory ..> Attribute : has >
AgentInventory ..> BodyPart : has >
AgentInventory ..> GroundItem : interacts with >
@enduml