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