#pragma once class StateBase; class StateRiderSpread : public StateBase { StateRiderSpread(void); public: ~StateRiderSpread(void); __forceinline static StateRiderSpread* GetInstance() { static StateRiderSpread d; return &d; }; virtual int GetStateKind() { return STATE::RIDER_SPREAD; } virtual BOOL CanTransite(Object* pOwner, DWORD CurTime, StateBase* pToTransiteState); virtual bool CanTransite(StateBase* from_state); 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); };