MonoGameStateMachine 1.1.3.1
See the version list below for details.
dotnet add package MonoGameStateMachine --version 1.1.3.1
NuGet\Install-Package MonoGameStateMachine -Version 1.1.3.1
<PackageReference Include="MonoGameStateMachine" Version="1.1.3.1" />
paket add MonoGameStateMachine --version 1.1.3.1
#r "nuget: MonoGameStateMachine, 1.1.3.1"
// Install MonoGameStateMachine as a Cake Addin #addin nuget:?package=MonoGameStateMachine&version=1.1.3.1 // Install MonoGameStateMachine as a Cake Tool #tool nuget:?package=MonoGameStateMachine&version=1.1.3.1
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.
Learn more about Target Frameworks and .NET Standard.
-
- MonoGame.Framework.Portable (>= 3.6.0.1625)
NuGet packages
This package is not used by any NuGet packages.
GitHub repositories
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