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using System;
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using System.Collections;
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using System.Collections.Generic;
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using BITKit.StateMachine;
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using UnityEngine;
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namespace BITFALL.Entities.Equipment.Universal.States
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{
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[Serializable]
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public sealed class Draw:UseState
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{
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}
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[Serializable]
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public sealed class Use:UseState
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{
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}
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[Serializable]
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public sealed class Exit:UseState
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{
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}
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}
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