System.register(["__unresolved_0", "cc", "__unresolved_1"], function (_export, _context) {
  "use strict";

  var _reporterNs, _cclegacy, _decorator, OTWObjectComponent, _dec, _class, _temp, _crd, ccclass, property, OTWTroopRenderComponent;

  function _defineProperty(obj, key, value) { if (key in obj) { Object.defineProperty(obj, key, { value: value, enumerable: true, configurable: true, writable: true }); } else { obj[key] = value; } return obj; }

  function _reportPossibleCrUseOfOTWTroopData(extras) {
    _reporterNs.report("OTWTroopData", "../Data/OTWTroopData", _context.meta, extras);
  }

  function _reportPossibleCrUseOfOTWObjectComponent(extras) {
    _reporterNs.report("OTWObjectComponent", "./OTWObjectComponent", _context.meta, extras);
  }

  return {
    setters: [function (_unresolved_) {
      _reporterNs = _unresolved_;
    }, function (_cc) {
      _cclegacy = _cc.cclegacy;
      _decorator = _cc._decorator;
    }, function (_unresolved_2) {
      OTWObjectComponent = _unresolved_2.OTWObjectComponent;
    }],
    execute: function () {
      _crd = true;

      _cclegacy._RF.push({}, "8bab0j/b6ZHmIq26f6P9Ds4", "OTWTroopRenderComponent", undefined);

      ({
        ccclass,
        property
      } = _decorator);

      _export("OTWTroopRenderComponent", OTWTroopRenderComponent = (_dec = ccclass('OTWTroopRenderComponent'), _dec(_class = (_temp = class OTWTroopRenderComponent extends (_crd && OTWObjectComponent === void 0 ? (_reportPossibleCrUseOfOTWObjectComponent({
        error: Error()
      }), OTWObjectComponent) : OTWObjectComponent) {
        constructor() {
          super(...arguments);

          _defineProperty(this, "troopInfo", null);
        }

        onDestroy() {
          this.troopInfo = null;
        }

        update() {
          /*
          if (!this.troopInfo) return;
          var troop = this.getGameData().map?.allAttackingTroop[this.troopInfo.troop.troopIndex];
          if (!troop) return;
           if (this.node.position.x != troop.x || this.node.position.z != troop.z) {
              //先简单设置一下,表示逻辑数据和渲染数据分离,之后再做平滑和动画队列等
              this.node.setPosition(troop.x, 0, troop.z);
              console.log("TroopRender", this.node.position);
          }*/
        }

      }, _temp)) || _class));

      _cclegacy._RF.pop();

      _crd = false;
    }
  };
});
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