/** @author -Áö¿Ï @since @remarks - ½ºÅ³ Á¾·ù¿Í »ó°ü ¾øÀÌ ÇϳªÀÇ Å¬·¡½º·Î °£´Ù - */ #pragma once class StateSkill; class SkillStateMonsterSkill : public StateSkill { public: SkillStateMonsterSkill(); ~SkillStateMonsterSkill(); 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); protected: // °¢ ½ºÅ³ ŸÀÔº°·Î ÇÊ¿äÇÑ ÃʱâÈ­¸¦ ÇÑ´Ù. BOOL InitSkillForType(Object* pOwner); BOOL EndSkillForType(Object* pOwner); BYTE SkillHitCount(Object* pOwner); void SetDirection(Object* pOwner); // ½ºÅ³º° ÇÁ·Î¼¼½º void OnBeastMasterDeadlyStrikeProcess(Object* pOwner, DWORD CurTime,DWORD dwTick); void OnSlaveArcherRecoveryShot(Object* pOwner, DWORD CurTime,DWORD dwTick); void OnDragonZombieUpperBlow(Object* pOwner, DWORD CurTime,DWORD dwTick); void OnEvilSorcererFireBall(Object* pOwner, DWORD CurTime,DWORD dwTick); void OnEvilSorcererPressingWall(Object* pOwner, DWORD CurTime,DWORD dwTick); void OnRedamorWarriorSonicBlade(Object* pOwner, DWORD CurTime,DWORD dwTick); void OnHeavyHunterSnipiing(Object* pOwner, DWORD CurTime,DWORD dwTick); void OnHeavyNoiseShot(Object* pOwner, DWORD CurTime,DWORD dwTick); void OnHeavyWhistleShot(Object* pOwner, DWORD CurTime,DWORD dwTick); void OnSlaveArcherHeavyShot(Object* pOwner, DWORD CurTime,DWORD dwTick); void OnPillOff(Object* pOwner, DWORD CurTime,DWORD dwTick); void OnFlameRulerExplorzenKnockle(Object* pOwner, DWORD CurTime,DWORD dwTick); void OnFlameRulerFireWall(Object* pOwner, DWORD CurTime,DWORD dwTick); void OnDragonZombieSoulOfDragon(Object* pOwner, DWORD CurTime,DWORD dwTick); void OnCursedPriestIceSpray(Object* pOwner, DWORD CurTime,DWORD dwTick); void OnCursedPriestIceStorm(Object* pOwner, DWORD CurTime,DWORD dwTick); void OnMasterOfCastleBlizzard(Object* pOwner, DWORD CurTime,DWORD dwTick); void OnMasterOfCastleFrostRing(Object* pOwner, DWORD CurTime,DWORD dwTick); void OnMasterOfCastleIceMissile(Object* pOwner, DWORD CurTime,DWORD dwTick); void OnFrameRulerMeteoShower(Object* pOwner, DWORD CurTime,DWORD dwTick); STATEPROCESS::TYPE OnFellenWarrionDashAttace( Object * pOwner , DWORD CurTime , DWORD dwTick); void OnCursedArcherPoisonArrow(Object* pOwner , DWORD CurTime, DWORD dwTick); void OnDarkWarriorBeat(Object * pOwner, DWORD CurTime, DWORD dwTick); void OnArchbishopOfDarknessDoom(Object * pOwner, DWORD CurTime, DWORD dwTick); void OnBindedArcherStunShot(Object* pOwner, DWORD CurTime, DWORD dwTick); void OnFireCerberusFireBreath( Object* pOwner, DWORD CurTime, DWORD dwTick); //Ưº°ÇÑ »óȲ¿¡ ºÙÀâ°í ÀÖ¾î¾ß Çϴ°͵é STATEPROCESS::TYPE OnTackle(Object* pOwner, DWORD CurTime,DWORD dwTick); // Ưº°ÇÑ ¿¬ÃâÀÌ ÇÊ¿ä ¾ø´Â ¹ß»çü ½ºÅ³ void OnShot(Object* pOwner, DWORD CurTime,DWORD dwTick); // Ưº°ÇÑ ¿¬ÃâÀÌ ¾øÀº Ÿ°Ý°è ½ºÅ³ void OnHit(Object* pOwner, DWORD CurTime,DWORD dwTick); int m_iHealCount; // ÅÂŬ int m_dwDustTime; DWORD m_dwCopyTime; DWORD m_color; DWORD m_dwCurTime; HANDLE m_hEffectHandle; };