/** @author -¹ÚÁØÅ @since @remarks -2005.06.08 ¼Ò½º Á¤¸®(Áö¿Ï) - */ #pragma once class StateSkill; class SkillStateMoonAssault : public StateSkill { public: SkillStateMoonAssault(); ~SkillStateMoonAssault(); //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_iHitProcessed; //int m_iHitCount; //HANDLE m_hTrailEffect; };