/** DAMAGE »óÅ \SA STATE::NPC_SWING_STATE @author À¯À翵 @since @remarks */ #pragma once class StateBase; class StateNPCSwing : public StateBase { public: StateNPCSwing(void); virtual ~StateNPCSwing(void); __forceinline static StateNPCSwing * GetInstance() { static StateNPCSwing d; return &d; }; virtual int GetStateKind() { return STATE::NPC_SWING_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); };