Working airplane ability revamp

This commit is contained in:
Michal Pikulski
2025-12-18 12:05:29 +01:00
parent ca56e748ba
commit dece09c45a
12 changed files with 407 additions and 99 deletions

View File

@@ -23,6 +23,10 @@ namespace Minigames.Airplane.UI
[SerializeField] private Image cooldownFill;
[SerializeField] private TextMeshProUGUI cooldownText;
[Header("Active State Visual")]
[Tooltip("Visual element shown when ability is active (e.g., glowing border, pulsing overlay)")]
[SerializeField] private GameObject activeStateVisual;
[Header("Debug")]
[SerializeField] private bool showDebugLogs;
@@ -46,6 +50,12 @@ namespace Minigames.Airplane.UI
button.onClick.AddListener(OnButtonClick);
}
// Hide active state visual by default
if (activeStateVisual != null)
{
activeStateVisual.SetActive(false);
}
// Hide by default
gameObject.SetActive(false);
}
@@ -54,11 +64,29 @@ namespace Minigames.Airplane.UI
{
if (currentAbility == null) return;
// Update cooldown display
if (currentAbility.IsOnCooldown)
// Priority 1: Show active duration if ability is active
if (currentAbility.IsActive && currentAbility.HasActiveDuration)
{
// Fill starts at 1 and reduces to 0 over cooldown duration
float fillAmount = currentAbility.CooldownRemaining / currentAbility.CooldownDuration;
// NO fill during active duration - only text and active visual
if (cooldownFill != null)
{
cooldownFill.fillAmount = 0f;
}
// Show remaining active time
if (cooldownText != null)
{
cooldownText.text = $"{currentAbility.ActiveDurationRemaining:F1}s";
}
}
// Priority 2: Show cooldown if on cooldown
else if (currentAbility.IsOnCooldown)
{
// Fill always starts at 1 (full) and reduces to 0, regardless of actual cooldown duration
float fillAmount = currentAbility.InitialCooldownDuration > 0f
? currentAbility.CooldownRemaining / currentAbility.InitialCooldownDuration
: 0f;
if (cooldownFill != null)
{
cooldownFill.fillAmount = fillAmount;
@@ -72,7 +100,7 @@ namespace Minigames.Airplane.UI
}
else
{
// Cooldown complete - fill at 0, no text
// Normal state - fill at 0, no text
if (cooldownFill != null)
cooldownFill.fillAmount = 0f;
@@ -89,6 +117,7 @@ namespace Minigames.Airplane.UI
currentAbility.OnAbilityActivated -= HandleAbilityActivated;
currentAbility.OnAbilityDeactivated -= HandleAbilityDeactivated;
currentAbility.OnCooldownChanged -= HandleCooldownChanged;
currentAbility.OnActiveDurationChanged -= HandleActiveDurationChanged;
}
// Unregister from input system
@@ -129,8 +158,8 @@ namespace Minigames.Airplane.UI
cooldownText.text = "";
}
// Check if this is a hold ability (Jet)
isHoldAbility = ability is JetAbility;
// Check if this is a hold ability (Jet or Drop - abilities with active duration that can be interrupted)
isHoldAbility = ability is JetAbility || ability is DropAbility;
// Subscribe to ability events
if (ability != null)
@@ -138,6 +167,7 @@ namespace Minigames.Airplane.UI
ability.OnAbilityActivated += HandleAbilityActivated;
ability.OnAbilityDeactivated += HandleAbilityDeactivated;
ability.OnCooldownChanged += HandleCooldownChanged;
ability.OnActiveDurationChanged += HandleActiveDurationChanged;
if (showDebugLogs)
{
@@ -164,6 +194,7 @@ namespace Minigames.Airplane.UI
currentAbility.OnAbilityActivated -= HandleAbilityActivated;
currentAbility.OnAbilityDeactivated -= HandleAbilityDeactivated;
currentAbility.OnCooldownChanged -= HandleCooldownChanged;
currentAbility.OnActiveDurationChanged -= HandleActiveDurationChanged;
}
// Unregister from input system
@@ -172,6 +203,9 @@ namespace Minigames.Airplane.UI
InputManager.Instance.UnregisterOverrideConsumer(this);
}
// Hide active state visual
HideActiveState();
currentAbility = null;
currentAirplane = null;
isHolding = false;
@@ -216,6 +250,12 @@ namespace Minigames.Airplane.UI
private void HandleAbilityActivated(BaseAirplaneAbility ability)
{
// Show active state visual if ability has active duration
if (ability.HasActiveDuration)
{
ShowActiveState();
}
if (showDebugLogs)
{
Logging.Debug($"[AirplaneAbilityButton] Ability activated: {ability.AbilityName}");
@@ -224,6 +264,9 @@ namespace Minigames.Airplane.UI
private void HandleAbilityDeactivated(BaseAirplaneAbility ability)
{
// Hide active state visual
HideActiveState();
if (showDebugLogs)
{
Logging.Debug($"[AirplaneAbilityButton] Ability deactivated: {ability.AbilityName}");
@@ -249,6 +292,14 @@ namespace Minigames.Airplane.UI
}
}
private void HandleActiveDurationChanged(float remaining, float total)
{
if (showDebugLogs)
{
Logging.Debug($"[AirplaneAbilityButton] OnActiveDurationChanged: remaining={remaining:F2}, total={total:F2}");
}
}
#endregion
#region ITouchInputConsumer Implementation
@@ -295,6 +346,43 @@ namespace Minigames.Airplane.UI
}
#endregion
#region Active State Visual API
/// <summary>
/// Show active state visual (placeholder API).
/// Override or assign activeStateVisual GameObject in inspector for custom visuals.
/// </summary>
private void ShowActiveState()
{
if (activeStateVisual != null)
{
activeStateVisual.SetActive(true);
if (showDebugLogs)
{
Logging.Debug("[AirplaneAbilityButton] Active state visual shown");
}
}
}
/// <summary>
/// Hide active state visual (placeholder API).
/// </summary>
private void HideActiveState()
{
if (activeStateVisual != null)
{
activeStateVisual.SetActive(false);
if (showDebugLogs)
{
Logging.Debug("[AirplaneAbilityButton] Active state visual hidden");
}
}
}
#endregion
}
}