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