MonoGameStateMachine 1.1.2.1

This project implements a Finite-State-Machine (FSM) designed to be used in games.
 Furthermore it implements even a Stack-Based-FSM (SBFSM). So you may tell it to 'continue with the last state before the active one'.
 You describe your FSM using a nice and well documented DSL (Domain Specific Language).

 This machine also adds the function '.After(time)' to transitions so you can set timed transitions that don't necessarily have to have a trigger at all.
 
     This replaces the code we usually had for keyboard-input (run-left-right-duck-jump), clicked buttons on the GUI (idle-over-down-refreshing), tower-states (idle-aiming-firing-reloading) or for the connection procedure when setting up peer2peer connections in our games....
 This is a PCL (portable code library) so you should be able to use it in any of your MG projects.

There is a newer version of this package available.
See the version list below for details.
Install-Package MonoGameStateMachine -Version 1.1.2.1
dotnet add package MonoGameStateMachine --version 1.1.2.1
<PackageReference Include="MonoGameStateMachine" Version="1.1.2.1" />
For projects that support PackageReference, copy this XML node into the project file to reference the package.
paket add MonoGameStateMachine --version 1.1.2.1
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Version History

Version Downloads Last updated
1.1.3.2 293 2/13/2018
1.1.3.1 234 1/27/2018
1.1.2.1 274 1/19/2018
1.0.9 216 11/4/2017
1.0.8.3 232 9/20/2017
1.0.2 222 9/9/2017