StateMachine.Pro 3.0.1

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dotnet add package StateMachine.Pro --version 3.0.1
                    
NuGet\Install-Package StateMachine.Pro -Version 3.0.1
                    
This command is intended to be used within the Package Manager Console in Visual Studio, as it uses the NuGet module's version of Install-Package.
<PackageReference Include="StateMachine.Pro" Version="3.0.1" />
                    
For projects that support PackageReference, copy this XML node into the project file to reference the package.
<PackageVersion Include="StateMachine.Pro" Version="3.0.1" />
                    
Directory.Packages.props
<PackageReference Include="StateMachine.Pro" />
                    
Project file
For projects that support Central Package Management (CPM), copy this XML node into the solution Directory.Packages.props file to version the package.
paket add StateMachine.Pro --version 3.0.1
                    
#r "nuget: StateMachine.Pro, 3.0.1"
                    
#r directive can be used in F# Interactive and Polyglot Notebooks. Copy this into the interactive tool or source code of the script to reference the package.
#:package StateMachine.Pro@3.0.1
                    
#:package directive can be used in C# file-based apps starting in .NET 10 preview 4. Copy this into a .cs file before any lines of code to reference the package.
#addin nuget:?package=StateMachine.Pro&version=3.0.1
                    
Install as a Cake Addin
#tool nuget:?package=StateMachine.Pro&version=3.0.1
                    
Install as a Cake Tool

Overview

The library that allows you to easily implement a stateful object.

Reference

System.StateMachine.Pro
namespace System.StateMachine.Pro;
public abstract class StateMachineBase {
}
public abstract class StateMachineBase<T> : StateMachineBase where T : class, IState  {

    protected T? State { get; }

    public StateMachineBase();

    protected virtual void SetState(T? state, object? argument, Action<T, object?>? callback);
    protected virtual void AddState(T state, object? argument);
    protected virtual void RemoveState(T state, object? argument, Action<T, object?>? callback);
    protected void RemoveState(object? argument, Action<T, object?>? callback);

}
public interface IState {

    public StateMachineBase? Machine { get; }

    [MemberNotNullWhen( false, nameof( Parent ) )] public bool IsRoot { get; }
    public IState Root { get; }

    public IState? Parent { get; }
    public IEnumerable<IState> Ancestors { get; }
    public IEnumerable<IState> AncestorsAndSelf { get; }

    public Activity Activity { get; }

    public IEnumerable<IState> Children { get; }
    public IEnumerable<IState> Descendants { get; }
    public IEnumerable<IState> DescendantsAndSelf { get; }

}
public enum Activity {
    Inactive,
    Activating,
    Active,
    Deactivating,
}
// StateBase
public abstract partial class StateBase : IState {

    public StateMachineBase? Machine { get; }

    [MemberNotNullWhen( false, nameof( Parent ) )] public bool IsRoot { get; }
    public IState Root { get; }

    public IState? Parent { get; }
    public IEnumerable<IState> Ancestors { get; }
    public IEnumerable<IState> AncestorsAndSelf { get; }

    public Activity Activity { get; }

    public StateBase();

}
public abstract partial class StateBase {

    protected abstract void OnAttach(object? argument);
    protected virtual void OnBeforeAttach(object? argument);
    protected virtual void OnAfterAttach(object? argument);

    protected abstract void OnDetach(object? argument);
    protected virtual void OnBeforeDetach(object? argument);
    protected virtual void OnAfterDetach(object? argument);

}
public abstract partial class StateBase {

    protected abstract void OnActivate(object? argument);
    protected virtual void OnBeforeActivate(object? argument);
    protected virtual void OnAfterActivate(object? argument);

    protected abstract void OnDeactivate(object? argument);
    protected virtual void OnBeforeDeactivate(object? argument);
    protected virtual void OnAfterDeactivate(object? argument);

}
// ChildableStateBase
public abstract partial class ChildableStateBase : IState {

    public StateMachineBase? Machine { get; }

    [MemberNotNullWhen( false, nameof( Parent ) )] public bool IsRoot { get; }
    public IState Root { get; }

    public IState? Parent { get; }
    public IEnumerable<IState> Ancestors { get; }
    public IEnumerable<IState> AncestorsAndSelf { get; }

    public Activity Activity { get; }

    public IState? Child { get; }
    public IEnumerable<IState> Descendants { get; }
    public IEnumerable<IState> DescendantsAndSelf { get; }

    public ChildableStateBase();

}
public abstract partial class ChildableStateBase {

    protected abstract void OnAttach(object? argument);
    protected virtual void OnBeforeAttach(object? argument);
    protected virtual void OnAfterAttach(object? argument);

    protected abstract void OnDetach(object? argument);
    protected virtual void OnBeforeDetach(object? argument);
    protected virtual void OnAfterDetach(object? argument);

}
public abstract partial class ChildableStateBase {

    protected abstract void OnActivate(object? argument);
    protected virtual void OnBeforeActivate(object? argument);
    protected virtual void OnAfterActivate(object? argument);

    protected abstract void OnDeactivate(object? argument);
    protected virtual void OnBeforeDeactivate(object? argument);
    protected virtual void OnAfterDeactivate(object? argument);

}
public abstract partial class ChildableStateBase {

    protected virtual void SetChild(IState? child, object? argument, Action<IState, object?>? callback);
    protected virtual void AddChild(IState child, object? argument);
    protected virtual void RemoveChild(IState child, object? argument, Action<IState, object?>? callback);
    protected void RemoveChild(object? argument, Action<IState, object?>? callback);

}
// ChildrenableStateBase
public abstract partial class ChildrenableStateBase : IState {

    public StateMachineBase? Machine { get; }

    [MemberNotNullWhen( false, nameof( Parent ) )] public bool IsRoot { get; }
    public IState Root { get; }

    public IState? Parent { get; }
    public IEnumerable<IState> Ancestors { get; }
    public IEnumerable<IState> AncestorsAndSelf { get; }

    public Activity Activity { get; }

    public IReadOnlyList<IState> Children { get; }
    public IEnumerable<IState> Descendants { get; }
    public IEnumerable<IState> DescendantsAndSelf { get; }

    public ChildrenableStateBase();

}
public abstract partial class ChildrenableStateBase {

    protected abstract void OnAttach(object? argument);
    protected virtual void OnBeforeAttach(object? argument);
    protected virtual void OnAfterAttach(object? argument);

    protected abstract void OnDetach(object? argument);
    protected virtual void OnBeforeDetach(object? argument);
    protected virtual void OnAfterDetach(object? argument);

}
public abstract partial class ChildrenableStateBase {

    protected abstract void OnActivate(object? argument);
    protected virtual void OnBeforeActivate(object? argument);
    protected virtual void OnAfterActivate(object? argument);

    protected abstract void OnDeactivate(object? argument);
    protected virtual void OnBeforeDeactivate(object? argument);
    protected virtual void OnAfterDeactivate(object? argument);

}
public abstract partial class ChildrenableStateBase {

    protected virtual void AddChild(IState child, object? argument);
    protected void AddChildren(IEnumerable<IState> children, object? argument);
    protected virtual void RemoveChild(IState child, object? argument, Action<IState, object?>? callback);
    protected bool RemoveChild(Func<IState, bool> predicate, object? argument, Action<IState, object?>? callback);
    protected int RemoveChildren(Func<IState, bool> predicate, object? argument, Action<IState, object?>? callback);
    protected int RemoveChildren(object? argument, Action<IState, object?>? callback);

    protected virtual void Sort(List<IState> children);

}
namespace System.StateMachine.Pro;
public sealed class StateMachine<T, TUserData> : StateMachineBase<T> where T : class, IState {

    public new T? State { get; }

    public TUserData UserData { get; }

    public StateMachine(TUserData userData);

    public new void SetState(T? state, object? argument, Action<T, object?>? callback);
    public new void AddState(T state, object? argument);
    public new void RemoveState(T state, object? argument, Action<T, object?>? callback);
    public new void RemoveState(object? argument, Action<T, object?>? callback);

}
// State
public sealed class State<TUserData> : StateBase {

    public TUserData UserData { get; }

    public event Action<object?>? OnAttachCallback;
    public event Action<object?>? OnDetachCallback;

    public event Action<object?>? OnActivateCallback;
    public event Action<object?>? OnDeactivateCallback;

    public State(TUserData userData);

    protected override void OnAttach(object? argument);
    protected override void OnDetach(object? argument);

    protected override void OnActivate(object? argument);
    protected override void OnDeactivate(object? argument);

}
// ChildableState
public sealed class ChildableState<TUserData> : ChildableStateBase {

    public TUserData UserData { get; }

    public event Action<object?>? OnAttachCallback;
    public event Action<object?>? OnDetachCallback;

    public event Action<object?>? OnActivateCallback;
    public event Action<object?>? OnDeactivateCallback;

    public ChildableState(TUserData userData);

    protected override void OnAttach(object? argument);
    protected override void OnDetach(object? argument);

    protected override void OnActivate(object? argument);
    protected override void OnDeactivate(object? argument);

}
// ChildrenableState
public sealed class ChildrenableState<TUserData> : ChildrenableStateBase {

    public TUserData UserData { get; }

    public Action<List<IState>>? SortDelegate { get; init; }

    public event Action<object?>? OnAttachCallback;
    public event Action<object?>? OnDetachCallback;

    public event Action<object?>? OnActivateCallback;
    public event Action<object?>? OnDeactivateCallback;

    public ChildrenableState(TUserData userData);

    protected override void OnAttach(object? argument);
    protected override void OnDetach(object? argument);

    protected override void OnActivate(object? argument);
    protected override void OnDeactivate(object? argument);

    protected override void Sort(List<IState> children);

}
Product Compatible and additional computed target framework versions.
.NET net5.0 was computed.  net5.0-windows was computed.  net6.0 was computed.  net6.0-android was computed.  net6.0-ios was computed.  net6.0-maccatalyst was computed.  net6.0-macos was computed.  net6.0-tvos was computed.  net6.0-windows was computed.  net7.0 was computed.  net7.0-android was computed.  net7.0-ios was computed.  net7.0-maccatalyst was computed.  net7.0-macos was computed.  net7.0-tvos was computed.  net7.0-windows was computed.  net8.0 was computed.  net8.0-android was computed.  net8.0-browser was computed.  net8.0-ios was computed.  net8.0-maccatalyst was computed.  net8.0-macos was computed.  net8.0-tvos was computed.  net8.0-windows was computed.  net9.0 was computed.  net9.0-android was computed.  net9.0-browser was computed.  net9.0-ios was computed.  net9.0-maccatalyst was computed.  net9.0-macos was computed.  net9.0-tvos was computed.  net9.0-windows was computed.  net10.0 was computed.  net10.0-android was computed.  net10.0-browser was computed.  net10.0-ios was computed.  net10.0-maccatalyst was computed.  net10.0-macos was computed.  net10.0-tvos was computed.  net10.0-windows was computed. 
.NET Core netcoreapp3.0 was computed.  netcoreapp3.1 was computed. 
.NET Standard netstandard2.1 is compatible. 
MonoAndroid monoandroid was computed. 
MonoMac monomac was computed. 
MonoTouch monotouch was computed. 
Tizen tizen60 was computed. 
Xamarin.iOS xamarinios was computed. 
Xamarin.Mac xamarinmac was computed. 
Xamarin.TVOS xamarintvos was computed. 
Xamarin.WatchOS xamarinwatchos was computed. 
Compatible target framework(s)
Included target framework(s) (in package)
Learn more about Target Frameworks and .NET Standard.
  • .NETStandard 2.1

    • No dependencies.

NuGet packages (1)

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GameFramework.Pro

The framework that allows you to design high-quality architecture of your game project.

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Version Downloads Last Updated
3.0.3 19 9/9/2025
3.0.2 79 9/7/2025