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finitestatemachine's Issues

Document exceptions

Every time the FsmBuilderException class emits an exception, it should be documented in the doc for that method.

Question about update logic

Hi - just stumbled across your library and took a look out of pure curiosity.

I wondered what drove your decision to put update loop logic inside the state machine itself.. I.e I'd be tempted (if it was my design!) to just expose the current state as a property and then for game usage:

In Game.cs Update() method:

Switch(stateMachine.CurrentState)
{
  case Jumping:
        character.Height += gametime x 2;

Etc etc
}

No need to cast GameTime to TimeSpan etc.

This approach I believe would also lend itself better to dependency injection, as you can inject your configured state machine into various game components (like player) and then those components that have their own update() method can adjust their properties based on its current state similar to how I showed above, and trigger transitions to new states as required:

character.Update(time)
world.Update(time)

I'm just curious if you think having the update cycle logic run within the state machine configuration is better? I guess the Update logic is optional so you could still use this library as I am suggesting if you wanted to?

Add Builder instances

The fluent interface (syntax) consists of interfaces right now.
Write concrete classes for that.

.NET Standard 2.0

Please, consider using the .NET Standard instead of old Portable, thank you.

Fix badges in README.md

The two packages should be on two rows, not on the same one.
Nuget-package exists for both.

StackOverflow exception

I have a state machine that loops around for more than 256,000 times and I eventually get an error The maximum number of stajavascript:void(0);ck frames supported by Visual Studio has been exceeded. Is there a workaround for this. I can see in the call stcack there are now breaks.

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