public PreFireState(AttackFSM owner) : base(owner, owner.ShooterComp.ShooterVO.AnimationDelay) { }
public CooldownState(AttackFSM owner) : base(owner, owner.ShooterComp.ShooterVO.CooldownDelay) { }
public TurnState(AttackFSM owner) : base(owner, 2147483647u) { }
public IdleState(AttackFSM owner) : base(owner, 0u) { }
public AttackFSMState(AttackFSM owner, uint lockDuration) : base(owner, lockDuration) { this.AttackFSMOwner = owner; this.ShooterComp = owner.ShooterComp; }
public WarmupState(AttackFSM owner) : base(owner, owner.ShooterComp.ShooterVO.WarmupDelay) { }
public StunState(AttackFSM owner) : base(owner, 0u) { }
public PostFireState(AttackFSM owner) : base(owner, owner.ShooterComp.ShooterVO.ShotDelay) { }