StateMachine.Pro
1.5.0
There is a newer version of this package available.
See the version list below for details.
See the version list below for details.
dotnet add package StateMachine.Pro --version 1.5.0
NuGet\Install-Package StateMachine.Pro -Version 1.5.0
This command is intended to be used within the Package Manager Console in Visual Studio, as it uses the NuGet module's version of Install-Package.
<PackageReference Include="StateMachine.Pro" Version="1.5.0" />
For projects that support PackageReference, copy this XML node into the project file to reference the package.
<PackageVersion Include="StateMachine.Pro" Version="1.5.0" />
<PackageReference Include="StateMachine.Pro" />
For projects that support Central Package Management (CPM), copy this XML node into the solution Directory.Packages.props file to version the package.
paket add StateMachine.Pro --version 1.5.0
The NuGet Team does not provide support for this client. Please contact its maintainers for support.
#r "nuget: StateMachine.Pro, 1.5.0"
#r directive can be used in F# Interactive and Polyglot Notebooks. Copy this into the interactive tool or source code of the script to reference the package.
#:package StateMachine.Pro@1.5.0
#:package directive can be used in C# file-based apps starting in .NET 10 preview 4. Copy this into a .cs file before any lines of code to reference the package.
#addin nuget:?package=StateMachine.Pro&version=1.5.0
#tool nuget:?package=StateMachine.Pro&version=1.5.0
The NuGet Team does not provide support for this client. Please contact its maintainers for support.
Overview
The library that allows you to easily implement a stateful object.
Reference
namespace System.StateMachine;
public interface IStateMachine<T> where T : notnull, StateBase<T> {
protected T? State { get; set; }
protected void SetState(T? state, object? argument, Action<T, object?>? callback);
protected void AddState(T state, object? argument);
protected void RemoveState(T state, object? argument, Action<T, object?>? callback);
protected void RemoveState(object? argument, Action<T, object?>? callback);
}
public abstract partial class StateBase<TThis> where TThis : notnull, StateBase<TThis> {
public enum Activity_ {
Inactive,
Activating,
Active,
Deactivating,
}
public IStateMachine<TThis>? Machine { get; }
public Activity_ Activity { get; }
public StateBase();
}
public abstract partial class StateBase<TThis> {
public event Action<object?>? OnBeforeAttachCallback;
public event Action<object?>? OnAfterAttachCallback;
public event Action<object?>? OnBeforeDetachCallback;
public event Action<object?>? OnAfterDetachCallback;
protected abstract void OnAttach(object? argument);
protected virtual void OnBeforeAttach(object? argument);
protected virtual void OnAfterAttach(object? argument);
protected abstract void OnDetach(object? argument);
protected virtual void OnBeforeDetach(object? argument);
protected virtual void OnAfterDetach(object? argument);
}
public abstract partial class StateBase<TThis> {
public event Action<object?>? OnBeforeActivateCallback;
public event Action<object?>? OnAfterActivateCallback;
public event Action<object?>? OnBeforeDeactivateCallback;
public event Action<object?>? OnAfterDeactivateCallback;
protected abstract void OnActivate(object? argument);
protected virtual void OnBeforeActivate(object? argument);
protected virtual void OnAfterActivate(object? argument);
protected abstract void OnDeactivate(object? argument);
protected virtual void OnBeforeDeactivate(object? argument);
protected virtual void OnAfterDeactivate(object? argument);
}
Reference (Hierarchical)
namespace System.StateMachine.Hierarchical;
public interface IStateMachine<T> where T : notnull, StateBase<T> {
protected T? State { get; set; }
protected void SetState(T? state, object? argument, Action<T, object?>? callback);
protected void AddState(T state, object? argument);
protected void RemoveState(T state, object? argument, Action<T, object?>? callback);
protected void RemoveState(object? argument, Action<T, object?>? callback);
}
public abstract partial class StateBase<TThis> where TThis : notnull, StateBase<TThis> {
public enum Activity_ {
Inactive,
Activating,
Active,
Deactivating,
}
public IStateMachine<TThis>? Machine { get; }
public bool IsRoot { get; }
public TThis Root { get; }
public TThis? Parent { get; }
public IEnumerable<TThis> Ancestors { get; }
public IEnumerable<TThis> AncestorsAndSelf { get; }
public Activity_ Activity { get; }
public TThis? Child { get; }
public IEnumerable<TThis> Descendants { get; }
public IEnumerable<TThis> DescendantsAndSelf { get; }
public StateBase();
}
public abstract partial class StateBase<TThis> {
public event Action<object?>? OnBeforeAttachCallback;
public event Action<object?>? OnAfterAttachCallback;
public event Action<object?>? OnBeforeDetachCallback;
public event Action<object?>? OnAfterDetachCallback;
protected abstract void OnAttach(object? argument);
protected virtual void OnBeforeAttach(object? argument);
protected virtual void OnAfterAttach(object? argument);
protected abstract void OnDetach(object? argument);
protected virtual void OnBeforeDetach(object? argument);
protected virtual void OnAfterDetach(object? argument);
}
public abstract partial class StateBase<TThis> {
public event Action<object?>? OnBeforeActivateCallback;
public event Action<object?>? OnAfterActivateCallback;
public event Action<object?>? OnBeforeDeactivateCallback;
public event Action<object?>? OnAfterDeactivateCallback;
protected abstract void OnActivate(object? argument);
protected virtual void OnBeforeActivate(object? argument);
protected virtual void OnAfterActivate(object? argument);
protected abstract void OnDeactivate(object? argument);
protected virtual void OnBeforeDeactivate(object? argument);
protected virtual void OnAfterDeactivate(object? argument);
}
public abstract partial class StateBase<TThis> {
protected virtual void SetChild(TThis? child, object? argument, Action<TThis, object?>? callback);
protected virtual void AddChild(TThis child, object? argument);
protected virtual void RemoveChild(TThis child, object? argument, Action<TThis, object?>? callback);
protected void RemoveChild(object? argument, Action<TThis, object?>? callback);
protected void RemoveSelf(object? argument, Action<TThis, object?>? callback);
}
Link
Product | Versions Compatible and additional computed target framework versions. |
---|---|
.NET | net5.0 was computed. net5.0-windows was computed. net6.0 was computed. net6.0-android was computed. net6.0-ios was computed. net6.0-maccatalyst was computed. net6.0-macos was computed. net6.0-tvos was computed. net6.0-windows was computed. net7.0 was computed. net7.0-android was computed. net7.0-ios was computed. net7.0-maccatalyst was computed. net7.0-macos was computed. net7.0-tvos was computed. net7.0-windows was computed. net8.0 was computed. net8.0-android was computed. net8.0-browser was computed. net8.0-ios was computed. net8.0-maccatalyst was computed. net8.0-macos was computed. net8.0-tvos was computed. net8.0-windows was computed. net9.0 was computed. net9.0-android was computed. net9.0-browser was computed. net9.0-ios was computed. net9.0-maccatalyst was computed. net9.0-macos was computed. net9.0-tvos was computed. net9.0-windows was computed. net10.0 was computed. net10.0-android was computed. net10.0-browser was computed. net10.0-ios was computed. net10.0-maccatalyst was computed. net10.0-macos was computed. net10.0-tvos was computed. net10.0-windows was computed. |
.NET Core | netcoreapp3.0 was computed. netcoreapp3.1 was computed. |
.NET Standard | netstandard2.1 is compatible. |
MonoAndroid | monoandroid was computed. |
MonoMac | monomac was computed. |
MonoTouch | monotouch was computed. |
Tizen | tizen60 was computed. |
Xamarin.iOS | xamarinios was computed. |
Xamarin.Mac | xamarinmac was computed. |
Xamarin.TVOS | xamarintvos was computed. |
Xamarin.WatchOS | xamarinwatchos was computed. |
Compatible target framework(s)
Included target framework(s) (in package)
Learn more about Target Frameworks and .NET Standard.
-
.NETStandard 2.1
- No dependencies.
NuGet packages (1)
Showing the top 1 NuGet packages that depend on StateMachine.Pro:
Package | Downloads |
---|---|
GameFramework.Pro
The framework that allows you to design high-quality architecture of your game project. |
GitHub repositories
This package is not used by any popular GitHub repositories.
Version | Downloads | Last Updated |
---|---|---|
2.1.1 | 13 | 7/21/2025 |
2.1.0 | 11 | 7/21/2025 |
2.0.1 | 19 | 7/20/2025 |
2.0.0 | 14 | 7/20/2025 |
1.5.2 | 14 | 7/19/2025 |
1.5.1 | 151 | 7/13/2025 |
1.5.0 | 107 | 7/4/2025 |
1.4.0 | 130 | 6/26/2025 |
1.3.3 | 171 | 4/10/2025 |
1.3.2 | 167 | 3/30/2025 |
1.3.1 | 105 | 3/29/2025 |
1.3.0 | 163 | 3/8/2025 |
1.2.0 | 226 | 3/6/2025 |
1.1.5 | 121 | 1/2/2025 |
1.1.4 | 110 | 12/23/2024 |
1.1.3 | 103 | 11/28/2024 |
1.1.2 | 111 | 11/26/2024 |
1.1.0 | 109 | 11/20/2024 |
1.0.5 | 114 | 11/20/2024 |
1.0.4 | 108 | 11/14/2024 |
1.0.3 | 109 | 11/4/2024 |
1.0.2 | 113 | 10/24/2024 |
1.0.1 | 105 | 10/23/2024 |
1.0.0 | 120 | 9/11/2024 |