/** CharacterÀÇ À̵¿»óŸ¦ ³ªÅ¸³½´Ù @author -¹ÚÁØÅ @since @remarks -2005.06.08 ¼Ò½º Á¤¸®(Áö¿Ï) - */ #pragma once class StateBase; class StateMouseMove { protected: StateMouseMove() {} float GetMoveLength( Character* pCharacter, DWORD dwTick ); }; class StateMove : public StateBase , public StateMouseMove { protected: StateMove(void); public: ~StateMove(void); __forceinline static StateMove* GetInstance() { static StateMove d; return &d; }; virtual int GetStateKind() { return STATE::MOVE; } 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); };