StateMachine.Pro
2.1.0
There is a newer version of this package available.
See the version list below for details.
See the version list below for details.
The owner has unlisted this package.
This could mean that the package is deprecated, has security vulnerabilities or shouldn't be used anymore.
dotnet add package StateMachine.Pro --version 2.1.0
NuGet\Install-Package StateMachine.Pro -Version 2.1.0
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="2.1.0" />
For projects that support PackageReference, copy this XML node into the project file to reference the package.
<PackageVersion Include="StateMachine.Pro" Version="2.1.0" />
<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 2.1.0
The NuGet Team does not provide support for this client. Please contact its maintainers for support.
#r "nuget: StateMachine.Pro, 2.1.0"
#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@2.1.0
#: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=2.1.0
#tool nuget:?package=StateMachine.Pro&version=2.1.0
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.Pro;
public abstract class StateMachineBase<T> where T : notnull, StateBase<T> {
protected T? State { get; private set; }
public StateMachineBase();
protected virtual void SetState(T? state, object? argument, Action<T, object?>? callback);
protected virtual void AddState(T state, object? argument);
protected virtual 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> {
private StateMachineBase<TThis>? Owner { get; set; }
public StateMachineBase<TThis>? Machine { get; }
public Activity Activity { get; private set; }
public StateBase();
}
public abstract partial class StateBase<TThis> {
internal void Attach(StateMachineBase<TThis> machine, object? argument);
internal void Detach(StateMachineBase<TThis> machine, object? argument);
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> {
private void Activate(object? argument);
private void Deactivate(object? argument);
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 enum Activity {
Inactive,
Activating,
Active,
Deactivating,
}
namespace System.StateMachine.Pro.Hierarchical;
public abstract class StateMachineBase<T> where T : notnull, StateBase<T> {
protected T? State { get; private set; }
public StateMachineBase();
protected virtual void SetState(T? state, object? argument, Action<T, object?>? callback);
protected virtual void AddState(T state, object? argument);
protected virtual 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> {
private object? Owner { get; set; }
public StateMachineBase<TThis>? Machine { get; }
internal StateMachineBase<TThis>? Machine_NoRecursive { get; }
[MemberNotNullWhen( false, nameof( Parent ) )] 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; private set; }
public TThis? Child { get; private set; }
public IEnumerable<TThis> Descendants { get; }
public IEnumerable<TThis> DescendantsAndSelf { get; }
public StateBase();
}
public abstract partial class StateBase<TThis> {
internal void Attach(StateMachineBase<TThis> machine, object? argument);
private void Attach(TThis parent, object? argument);
internal void Detach(StateMachineBase<TThis> machine, object? argument);
private void Detach(TThis parent, object? argument);
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> {
private void Activate(object? argument);
private void Deactivate(object? argument);
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);
}
public enum Activity {
Inactive,
Activating,
Active,
Deactivating,
}
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.