#pragma once class StateSkill; class SkillStateCreateCrystalWarp : public StateSkill { public: SkillStateCreateCrystalWarp(); virtual ~SkillStateCreateCrystalWarp( void ); 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); };