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