/** Æò»ó½Ã »óÅ \SA STATE::IDLE @author -¹ÚÁØÅ @since @remarks -2005.06.08 ¼Ò½º Á¤¸®(Áö¿Ï) - */ #pragma once class StateBase; class StateIdle : public StateBase { StateIdle(void); public: ~StateIdle(void); __forceinline static StateIdle* GetInstance() { static StateIdle d; return &d; }; virtual int GetStateKind() { return STATE::IDLE; } 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); void SetIdleAnimDelay(Object *pObj,float fAnim); };