/** @author -Áö¿Ï @since @remarks - - */ #pragma once class StateSkill; class SkillStateMonsterDefenseBuff : public StateSkill { public: SkillStateMonsterDefenseBuff(int iLevel); ~SkillStateMonsterDefenseBuff(); virtual BOOL CanTransite(Object* pOwner, DWORD CurTime, StateBase* pToTransiteState); virtual STATECHANGE::TYPE OnStart(Object* pOwner, DWORD CurTime); virtual STATEPROCESS::TYPE OnProcess(Object* pOwner, DWORD CurTime,DWORD dwTick); virtual STATECHANGE::TYPE OnEnd(Object* pOwner, DWORD CurTime); int m_iHealCount; };