/** ¸ó½ºÅͰ¡ ƯÁ¤À§Ä¡·Î ºü¸£°Ô µµ¸Á°¡´Â »óŸ¦ ³ªÅ¸³½´Ù @author -À¯À翵 @since @remarks - */ #pragma once class StateBase; class StateRunAway : public StateBase { protected: StateRunAway(void); public: ~StateRunAway(void); __forceinline static StateRunAway* GetInstance() { static StateRunAway d; return &d; }; virtual int GetStateKind() { return STATE::RUNAWAY; } virtual BOOL CanTransite(Object* pOwner, DWORD CurTime, StateBase* pToTransiteState); //!À̵¿¿¡´Ï¸ÞÀÌ¼Ç ¼ÂÆÃ /*! ½ÇÁ¦ À̵¿°æ·Î ¼ÂÆÃÀº StateHeroMove ³ª BattleScene::OnRecv_Sync¿¡¼­ ÇØÁØ´Ù. ¾ÆÁ÷ À̵¿¼Óµµ³ª ¿¡´Ï¸ÞÀÌ¼Ç ¼ÂÆÃÀÌ Á¦´ë·Î µÇ¾îÀÖÁö ¾ÊÀ½ \SA STATE::MOVE, StateHeroMove */ virtual STATECHANGE::TYPE OnStart(Object* pOwner, DWORD CurTime); //!¿¡´Ï¸ÞÀÌ¼Ç Ç÷¹ÀÌ ¹× À̵¿À» ÁøÇà½ÃŲ´Ù. /*! ½ÇÁ¦ À̵¿°æ·Î ¼ÂÆÃÀº StateHeroMove ³ª BattleScene::OnRecv_Sync¿¡¼­ ÇØÁØ´Ù. */ virtual STATEPROCESS::TYPE OnProcess(Object* pOwner, DWORD CurTime,DWORD dwTick); virtual STATECHANGE::TYPE OnEnd(Object* pOwner, DWORD CurTime); };