Info
Version: | 1.1.3.2 |
Author(s): | Unterrainer Informatik OG Team |
Last Update: | Tuesday, February 13, 2018 |
.NET Fiddle: | Create the first Fiddle |
Project Url: | https://github.com/UnterrainerInformatik/FiniteStateMachine |
NuGet Url: | https://www.nuget.org/packages/MonoGameStateMachine |
Install
Install-Package MonoGameStateMachine
dotnet add package MonoGameStateMachine
paket add MonoGameStateMachine
MonoGameStateMachine Download (Unzip the "nupkg" after downloading)
Dependencies
- MonoGame.Framework.Portable(>= 3.6.0.1625)
Tags
Please use the normal StateMachine instead which is fully tested and being actively maintained. https://www.nuget.org/packages/StateMachine/
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.