MonoGameStateMachine by Unterrainer Informatik OG Team

<PackageReference Include="MonoGameStateMachine" Version="1.0.8.3" />

 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>