I would recommend state.cs. I personally used state.js (the JavaScript version) and am very happy with it. That C# version works in a similar way.
You instantiate states:
// create the state machine
var player = new StateMachine<State>( "player" );
// create some states
var initial = player.CreatePseudoState( "initial", PseudoStateKind.Initial );
var operational = player.CreateCompositeState( "operational" );
...
You instantiate some transitions:
var t0 = player.CreateTransition( initial, operational );
player.CreateTransition( history, stopped );
player.CreateTransition<String>( stopped, running, ( state, command ) => command.Equals( "play" ) );
player.CreateTransition<String>( active, stopped, ( state, command ) => command.Equals( "stop" ) );
You define actions on states and transitions:
t0.Effect += DisengageHead;
t0.Effect += StopMotor;
And that's (pretty much) it. Look at the website for more information.