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Updates nuspec
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MonoGameStateMachine/MonoGameStateMachine.nuspec

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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>
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<summary>
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This project implements a Finite-State-Machine (FSM) designed to be used in games.
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<description>This project implements a Finite-State-Machine (FSM) designed to be used in games.
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Furthermore it implements even a Stack-Based-FSM (SBFSM). So you may tell it to 'continue with the last state before the active one'.
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You describe your FSM using a nice and well documented DSL (Domain Specific Language).
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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.
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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....
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This is a PCL (portable code library) so you should be able to use it in any of your MG projects.</description>
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<summary>
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This project implements a Finite-State-Machine (FSM) designed to be used in games.
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Furthermore it implements even a Stack-Based-FSM (SBFSM). So you may tell it to 'continue with the last state before the active one'.
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</summary>
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<releaseNotes></releaseNotes>
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<copyright>Copyright 2017</copyright>

StateMachine/StateMachine.nuspec

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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>
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<summary>
15-
This project implements a Finite-State-Machine (FSM) designed to be used in games.
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<description>This project implements a Finite-State-Machine (FSM) designed to be used in games.
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Furthermore it implements even a Stack-Based-FSM (SBFSM). So you may tell it to 'continue with the last state before the active one'.
1715
You describe your FSM using a nice and well documented DSL (Domain Specific Language).
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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....
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</summary>
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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>
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<summary>Build complex machines holding the state of your game components using an intuitive fluent DSL.</summary>
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<releaseNotes></releaseNotes>
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<copyright>Copyright 2017</copyright>
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<language>en-US</language>

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