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Updates README.md
Updates icons. Adds dependency to StateMachine via nuget.org again.
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MonoGameStateMachine/MonoGameStateMachine.csproj

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</PropertyGroup>
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<PropertyGroup Condition="'$(Configuration)|$(Platform)' == 'Debug|AnyCPU'">
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<DebugSymbols>true</DebugSymbols>
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<OutputPath>bin\Debug\</OutputPath>
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<OutputPath>bin\Windows\x86\Debug\</OutputPath>
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<DefineConstants>DEBUG;TRACE;WINDOWS</DefineConstants>
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<DebugType>full</DebugType>
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<PlatformTarget>AnyCPU</PlatformTarget>
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<HintPath>..\packages\NUnit.3.8.1\lib\net45\nunit.framework.dll</HintPath>
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<Private>True</Private>
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</Reference>
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<Reference Include="StateMachine, Version=1.1.1.3, Culture=neutral, processorArchitecture=MSIL">
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<HintPath>..\packages\StateMachine.1.1.1.3\lib\net451\StateMachine.dll</HintPath>
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<Private>True</Private>
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</Reference>
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<Reference Include="System" />
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<Reference Include="System.Xml" />
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</ItemGroup>
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<ItemGroup>
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<None Include="app.config" />
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<None Include="packages.config" />
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</ItemGroup>
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<ItemGroup>
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<ProjectReference Include="..\StateMachine\StateMachine.csproj">
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<Project>{b44cddae-3ba6-4be2-8a42-12576cb4efce}</Project>
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<Name>StateMachine</Name>
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</ProjectReference>
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</ItemGroup>
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<Import Project="$(MSBuildToolsPath)\Microsoft.CSharp.targets" />
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<!-- To modify your build process, add your task inside one of the targets below and uncomment it.
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Other similar extension points exist, see Microsoft.Common.targets.

MonoGameStateMachine/MonoGameStateMachine.nuspec

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<authors>Unterrainer Informatik OG Team</authors>
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<owners>Public Domain</owners>
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<licenseUrl>http://unlicense.org</licenseUrl>
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<iconUrl>https://github.com/UnterrainerInformatik/FiniteStateMachine/raw/master/MonoGameStateMachine/icon.png</iconUrl>
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<projectUrl>https://github.com/UnterrainerInformatik/FiniteStateMachine</projectUrl>
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<requireLicenseAcceptance>false</requireLicenseAcceptance>
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<description>Build complex machines holding the state of your game components using an intuitive fluent DSL.</description>

MonoGameStateMachine/Properties/AssemblyInfo.cs

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// You can specify all the values or you can default the Build and Revision Numbers
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// by using the '*' as shown below:
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// [assembly: AssemblyVersion("1.0.*")]
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[assembly: AssemblyVersion("1.0.8.2")]
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[assembly: AssemblyFileVersion("1.0.8.2")]
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[assembly: AssemblyVersion("1.0.8.3")]
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[assembly: AssemblyFileVersion("1.0.8.3")]

MonoGameStateMachine/icon.png

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MonoGameStateMachine/packages.config

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<packages>
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<package id="JetBrains.Annotations" version="11.0.0" targetFramework="net451" />
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<package id="NUnit" version="3.8.1" targetFramework="net451" />
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<package id="StateMachine" version="1.1.1.3" targetFramework="net451" />
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</packages>

README.md

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You describe your FSM using a nice and well documented DSL (Domain Specific Language).
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#### StateMachine
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#### ![Icon](https://github.com/UnterrainerInformatik/FiniteStateMachine/raw/master/StateMachine/icon.png)StateMachine
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Is the generic implementation.
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It references no other library (no dependencies).
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Nice if you want to use it outside of MonoGame.
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#### MonoGameStateMachine
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#### ![Icon](https://github.com/UnterrainerInformatik/FiniteStateMachine/raw/master/MonoGameStateMachine/icon.png)MonoGameStateMachine
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Includes a reference to MonoGame so that it can use MonoGame's `GameTime` structure.It is a mandatory parameter when calling `Update` in this implementation and so it can add the `After()` feature to transitions like so:
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StateMachine/Properties/AssemblyInfo.cs

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// You can specify all the values or you can default the Build and Revision Numbers
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// by using the '*' as shown below:
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// [assembly: AssemblyVersion("1.0.*")]
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[assembly: AssemblyVersion("1.1.1.2")]
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[assembly: AssemblyFileVersion("1.1.1.2")]
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[assembly: AssemblyVersion("1.1.1.3")]
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[assembly: AssemblyFileVersion("1.1.1.3")]

StateMachine/StateMachine.nuspec

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<authors>Unterrainer Informatik OG Team</authors>
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<owners>Public Domain</owners>
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<licenseUrl>http://unlicense.org</licenseUrl>
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<iconUrl>https://github.com/UnterrainerInformatik/FiniteStateMachine/raw/master/StateMachine/icon.png</iconUrl>
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<projectUrl>https://github.com/UnterrainerInformatik/FiniteStateMachine</projectUrl>
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<requireLicenseAcceptance>false</requireLicenseAcceptance>
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<description>Build complex machines holding the state of your game components using an intuitive fluent DSL.</description>

StateMachine/icon.png

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TestGame/Properties/AssemblyInfo.cs

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[assembly: AssemblyProduct("TestGame")]
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[assembly: AssemblyConfiguration("")]
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[assembly: AssemblyDescription("")]
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[assembly: AssemblyCompany("")]
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[assembly: AssemblyCopyright("Copyright © 2017")]
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[assembly: AssemblyCompany("Unterrainer Informatik OG")]
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[assembly: AssemblyCopyright("Copyright Unterrainer Informatik © 2017")]
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[assembly: AssemblyTrademark("")]
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[assembly: AssemblyCulture("")]
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// You can specify all the values or you can default the Build and Revision Numbers
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// by using the '*' as shown below:
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// [assembly: AssemblyVersion("1.0.*")]
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[assembly: AssemblyVersion("1.0.0.0")]
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[assembly: AssemblyFileVersion("1.0.0.0")]
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[assembly: AssemblyVersion("1.0.8.3")]
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[assembly: AssemblyFileVersion("1.0.8.3")]

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