void FieldScene::Battle(float delta) // 배틀로 넘어가는 하함수 { CMap *map = DynamicContentsContainer::getInstance()->getMap(); string mapKey = map->getKey(); CMonster *temp; CMonster *monster[10]; CObject **object = StaticContentsContainer::getMapMonsterArray()->find(mapKey)->second; // 여기담긴 내용을로 CSkill* tempSkill; int skillNum=0; ; for (int i=0; i < 10; i++) { if (object[i] == NULL) break; temp = StaticContentsContainer::getMapMonster()->find(object[i]->getName())->second; monster[i] = new CMonster(temp->getName(), temp->getSpriteRoot()); monster[i]->setStatus(new Status(temp->getStatus()->getHp(), temp->getStatus()->getSpeed(), temp->getStatus()->getDef(), temp->getStatus()->getStr(), temp->getStatus()->getDex(), temp->getStatus()->getIns(), temp->getStatus()->getKno())); tempSkill = new CSkill(temp->getSkill(skillNum)->getName(), temp->getSkill(skillNum)->getRange(), temp->getSkill(skillNum)->getDiceType(), temp->getSkill(skillNum)->getDiceNum(), temp->getSkill(skillNum)->getAttribute(), temp->getSkill(skillNum)->getAccuracyRate()); for (int j = 0; temp->getSkill(skillNum)->getSplash(j) != Vec2(0,0); j++) tempSkill->setSplash(temp->getSkill(skillNum)->getSplash(j), j); monster[i]->setSkill(tempSkill, skillNum); monster[i]->setPoint(object[i]->getPoint()); monster[i]->setDir(2); DynamicContentsContainer::getInstance()->setMonster(monster[i],i); } auto * battleScene = BattleScene::createScene(); Director::getInstance()->replaceScene(battleScene); }