MonoGameStateMachine 1.0.8.3
Build complex machines holding the state of your game components using an intuitive fluent DSL.
<package xmlns="http://schemas.microsoft.com/packaging/2013/05/nuspec.xsd">
<metadata>
<id>MonoGameStateMachine</id>
<version>1.0.8.3</version>
<title>MonoGameStateMachine</title>
<authors>Unterrainer Informatik OG Team</authors>
<owners>Public Domain</owners>
<requireLicenseAcceptance>false</requireLicenseAcceptance>
<licenseUrl>http://unlicense.org/</licenseUrl>
<projectUrl>https://github.com/UnterrainerInformatik/FiniteStateMachine</projectUrl>
<iconUrl>https://github.com/UnterrainerInformatik/FiniteStateMachine/raw/master/MonoGameStateMachine/icon.png</iconUrl>
<description>Build complex machines holding the state of your game components using an intuitive fluent DSL.</description>
<summary>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....</summary>
<releaseNotes></releaseNotes>
<copyright>Copyright 2017</copyright>
<language>en-US</language>
<tags>state finite machine gamestate transition fluent gametime monogame mg after timer</tags>
<dependencies>
<dependency id="StateMachine" version="1.1.1.3" />
</dependencies>
</metadata>
</package>