#pragma once class StateBase; class StateTransForm : public StateBase { StateTransForm(void); public: ~StateTransForm(void); __forceinline static StateTransForm* GetInstance() { static StateTransForm d; return &d; }; virtual int GetStateKind() { return STATE::TRANSFORM; } 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); };