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