See the version list below for details.
Install-Package MonoGameStateMachine -Version 22.214.171.124
dotnet add package MonoGameStateMachine --version 126.96.36.199
<PackageReference Include="MonoGameStateMachine" Version="188.8.131.52" />
paket add MonoGameStateMachine --version 184.108.40.206
#r "nuget: MonoGameStateMachine, 220.127.116.11"
// Install MonoGameStateMachine as a Cake Addin #addin nuget:?package=MonoGameStateMachine&version=18.104.22.168 // Install MonoGameStateMachine as a Cake Tool #tool nuget:?package=MonoGameStateMachine&version=22.214.171.124
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.
This package is not used by any NuGet packages.
This package is not used by any popular GitHub repositories.