MonoGameStateMachine (nuget): [DEPRECATED] This library is deprecated. Please use the normal StateMachine instead which is fully tested and being actively maintained. https://www.nuget.org/packages/StateMachine/ 			This project implements a Finite-State-Machine (FSM) 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 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.  			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.... 			This is a PCL (portable code library) so you should be able to use it in any of your MG projects.
Keywords: state|finite|machine|gamestate|transition|fluent|gametime|monogame|mg|after|timer|finite-state-machine|fluid|fsm|portable|stack|state-machine|update