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);
}