void RugbyManAttack::sendMessage(GameMessage::Message *message)
	{
		switch (message->id)
		{
		case GameMessage::ATTACK1:
			Attack1();
			break;
		case GameMessage::ATTACK2:
			Attack2();
			break;
		case GameMessage::ATTACK3:
			Attack3();
			break;
		case GameMessage::STOP_DASH:
			this->composition->setType(GameObjects::PLAYER);
		default:
			break;
		}
	}
	void BaseballAttack::sendMessage(GameMessage::Message *message)
	{
		GameComponents::InputComponent *input = reinterpret_cast<GameComponents::InputComponent*> (this->composition->getComponent(GameComponents::WINDOW));
		switch (message->id)
		{
		case GameMessage::ATTACK1:
			Attack1();
			break;
		case GameMessage::ATTACK2:
			Attack2();
			break;
		case GameMessage::ATTACK3:
			Attack3();
			break;
		case GameMessage::ATTACK3_RELEASED:
			Attack3Released();
			break;
		default:
			break;
		}
	}
void ComCharacter::Update()
{
	if (m_pFollow != NULL && m_pFollow->IsFollowing)
	{
		m_pCurrentState->Walk(eAni_Walk);
		GetHeight();
	}
	else if (m_pFollow != NULL && m_pFollow->AbleAttack)
		Attack1();

	CheckMonDeath();
	m_pCurrentState->Update();

	HPMPRecovery();

	if (m_pTimerDamage->GetTime() > 1.f)
		m_pComUIDamage->Enable = false;

	if (m_pTimerCritical->GetTime() > 1.f)
		m_pComUICritical->Enable = false;
}