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StateMachine.nuspec
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<?xml version="1.0"?>
<package >
<metadata>
<id>$id$</id>
<version>$version$</version>
<title>$title$</title>
<authors>Unterrainer Informatik OG Team</authors>
<owners>Public Domain</owners>
<licenseUrl>http://unlicense.org</licenseUrl>
<iconUrl>https://github.com/UnterrainerInformatik/FiniteStateMachine/raw/master/StateMachine/icon.png</iconUrl>
<projectUrl>https://github.com/UnterrainerInformatik/FiniteStateMachine</projectUrl>
<requireLicenseAcceptance>false</requireLicenseAcceptance>
<description>This project implements a Finite-State-Machine (FSM) as a PCL (portable class library) 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 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....</description>
<summary>Build complex machines holding the state of your game components using an intuitive fluent DSL.</summary>
<releaseNotes></releaseNotes>
<copyright>Copyright 2017</copyright>
<language>en-US</language>
<tags>state finite machine gamestate transition fluent after update timespan</tags>
</metadata>
</package>