#pragma once /** DAMAGE »óÅ \SA STATE::NPC_SWING_STATE @author À¯À翵 @since @remarks */ class StateBase; class StateNPCResponse : public StateBase { public: StateNPCResponse(void); virtual ~StateNPCResponse(void); __forceinline static StateNPCResponse * GetInstance() { static StateNPCResponse d; return &d; }; virtual int GetStateKind() { return STATE::NPC_RESPONSE_STATE; } 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); };