Info
Version: | 1.2.4 |
Author(s): | Unterrainer Informatik OG Team |
Last Update: | Wednesday, February 5, 2020 |
.NET Fiddle: | Create the first Fiddle |
Project Url: | https://github.com/UnterrainerInformatik/FiniteStateMachine |
NuGet Url: | https://www.nuget.org/packages/StateMachine |
Install
Install-Package StateMachine
dotnet add package StateMachine
paket add StateMachine
StateMachine Download (Unzip the "nupkg" after downloading)
Dependencies
Tags
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 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....