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Adds and fixes nuget packages.
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6 files changed

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MonoGameStateMachine/MonoGameStateMachine.csproj

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<OutputPath>bin\Debug\</OutputPath>
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<DefineConstants>DEBUG;TRACE;WINDOWS</DefineConstants>
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<DebugType>full</DebugType>
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<PlatformTarget>x64</PlatformTarget>
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<PlatformTarget>AnyCPU</PlatformTarget>
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<ErrorReport>prompt</ErrorReport>
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<CodeAnalysisRuleSet>MinimumRecommendedRules.ruleset</CodeAnalysisRuleSet>
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<Prefer32Bit>true</Prefer32Bit>
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<Prefer32Bit>false</Prefer32Bit>
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</PropertyGroup>
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<PropertyGroup Condition="'$(Configuration)|$(Platform)' == 'Release|AnyCPU'">
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<OutputPath>bin\Release\</OutputPath>

MonoGameStateMachine/MonoGameStateMachine.nuspec

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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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</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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<tags>state finite machine gamestate transition fluent</tags>
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<tags>state finite machine gamestate transition fluent gametime monogame mg after timer</tags>
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</metadata>
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</package>

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("1.0.2.0")]
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[assembly: AssemblyFileVersion("1.0.2.0")]
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[assembly: AssemblyVersion("1.0.8.2")]
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[assembly: AssemblyFileVersion("1.0.8.2")]

README.md

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| Project | Package |
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| -------------------- | :--------------------------------------: |
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| StateMachine | [![NuGet](https://img.shields.io/nuget/v/StateMachine.svg?maxAge=2592000)](https://www.nuget.org/packages/StateMachine/) |
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| MonoGameStateMachine | [![NuGet](https://img.shields.io/nuget/v/MonoGameStateMachine.svg?maxAge=2592000)](https://www.nuget.org/packages/MonoGameStateMachine/) |
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| MonoGameStateMachine | [![NuGet](https://img.shields.io/nuget/v/MonoGameStateMachine.svg)](https://www.nuget.org/packages/MonoGameStateMachine/) |
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# Finite-State-Machine
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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("1.1.0.6")]
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[assembly: AssemblyFileVersion("1.1.0.6")]
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[assembly: AssemblyVersion("1.1.1.2")]
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[assembly: AssemblyFileVersion("1.1.1.2")]

StateMachine/StateMachine.csproj

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<DebugType>full</DebugType>
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<Optimize>false</Optimize>
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<OutputPath>bin\Debug\</OutputPath>
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<DefineConstants>DEBUG;TRACE</DefineConstants>
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<DefineConstants>TRACE;DEBUG</DefineConstants>
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<ErrorReport>prompt</ErrorReport>
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<WarningLevel>4</WarningLevel>
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</PropertyGroup>

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