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

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@@ -1,5 +1,4 @@
using AppleHills.Core.Settings;
using Core;
using Core;
using Core.Settings;
using Minigames.Airplane.Data;
@@ -38,7 +37,9 @@ namespace Minigames.Airplane.Abilities
config.abilityIcon,
config.cooldownDuration,
config.jetSpeed,
config.jetAngle
config.jetAngle,
config.maxActiveDuration,
config.cooldownMultiplier
);
}
@@ -61,7 +62,8 @@ namespace Minigames.Airplane.Abilities
config.abilityIcon,
config.cooldownDuration,
config.dropForce,
config.dropDistance,
config.maxActiveDuration,
config.cooldownMultiplier,
config.zeroHorizontalVelocity
);
}

View File

@@ -21,6 +21,10 @@ namespace Minigames.Airplane.Abilities
protected readonly bool canReuse;
protected bool showDebugLogs;
// Active duration configuration
protected readonly float maxActiveDuration;
protected readonly bool hasActiveDuration;
#endregion
#region Constructor
@@ -28,13 +32,15 @@ namespace Minigames.Airplane.Abilities
/// <summary>
/// Base constructor for abilities. Called by subclasses.
/// </summary>
protected BaseAirplaneAbility(string name, Sprite icon, float cooldown, bool reusable = true)
protected BaseAirplaneAbility(string name, Sprite icon, float cooldown, bool reusable = true, float activeDuration = 0f)
{
abilityName = name;
abilityIcon = icon;
cooldownDuration = cooldown;
canReuse = reusable;
showDebugLogs = false;
maxActiveDuration = activeDuration;
hasActiveDuration = activeDuration > 0f;
}
#endregion
@@ -45,6 +51,8 @@ namespace Minigames.Airplane.Abilities
public Sprite AbilityIcon => abilityIcon;
public float CooldownDuration => cooldownDuration;
public bool CanReuse => canReuse;
public bool HasActiveDuration => hasActiveDuration;
public float MaxActiveDuration => maxActiveDuration;
#endregion
@@ -54,12 +62,22 @@ namespace Minigames.Airplane.Abilities
protected bool isActive;
protected bool isOnCooldown;
protected float cooldownTimer;
protected float initialCooldownDuration; // Track initial cooldown for fill calculation
// Active duration tracking
protected float activeDurationTimer;
protected float activeDurationUsed; // Track how long ability was active
public bool IsActive => isActive;
public bool IsOnCooldown => isOnCooldown;
public float CooldownRemaining => cooldownTimer;
public float InitialCooldownDuration => initialCooldownDuration;
public bool CanActivate => !isOnCooldown && !isActive && currentAirplane != null && currentAirplane.IsFlying;
// Active duration state
public float ActiveDurationRemaining => activeDurationTimer;
public float ActiveProgress => hasActiveDuration && maxActiveDuration > 0f ? activeDurationTimer / maxActiveDuration : 0f;
#endregion
#region Events
@@ -67,6 +85,7 @@ namespace Minigames.Airplane.Abilities
public event Action<BaseAirplaneAbility> OnAbilityActivated;
public event Action<BaseAirplaneAbility> OnAbilityDeactivated;
public event Action<float, float> OnCooldownChanged; // (remaining, total)
public event Action<float, float> OnActiveDurationChanged; // (remaining, total)
#endregion
@@ -82,6 +101,9 @@ namespace Minigames.Airplane.Abilities
isActive = false;
isOnCooldown = false;
cooldownTimer = 0f;
initialCooldownDuration = 0f;
activeDurationTimer = 0f;
activeDurationUsed = 0f;
if (showDebugLogs)
{
@@ -109,10 +131,37 @@ namespace Minigames.Airplane.Abilities
}
}
OnCooldownChanged?.Invoke(cooldownTimer, cooldownDuration);
OnCooldownChanged?.Invoke(cooldownTimer, initialCooldownDuration);
}
}
/// <summary>
/// Update active duration timer. Called every frame by ability manager when ability is active.
/// Auto-deactivates when duration expires.
/// </summary>
public virtual void UpdateActiveDuration(float deltaTime)
{
if (!isActive || !hasActiveDuration) return;
activeDurationTimer -= deltaTime;
activeDurationUsed += deltaTime;
if (activeDurationTimer <= 0f)
{
activeDurationTimer = 0f;
if (showDebugLogs)
{
Logging.Debug($"[{abilityName}] Active duration expired, auto-deactivating");
}
// Auto-deactivate when duration expires
Deactivate();
}
OnActiveDurationChanged?.Invoke(activeDurationTimer, maxActiveDuration);
}
/// <summary>
/// Cleanup when airplane is destroyed or flight ends.
/// </summary>
@@ -127,6 +176,9 @@ namespace Minigames.Airplane.Abilities
isActive = false;
isOnCooldown = false;
cooldownTimer = 0f;
initialCooldownDuration = 0f;
activeDurationTimer = 0f;
activeDurationUsed = 0f;
if (showDebugLogs)
{
@@ -155,12 +207,26 @@ namespace Minigames.Airplane.Abilities
isActive = false;
OnAbilityDeactivated?.Invoke(this);
// Calculate and start dynamic cooldown
float dynamicCooldown = CalculateDynamicCooldown();
StartCooldown(dynamicCooldown);
if (showDebugLogs)
{
Logging.Debug($"[{abilityName}] Deactivated");
}
}
/// <summary>
/// Calculate cooldown duration based on ability usage.
/// Override in subclasses for custom dynamic cooldown logic.
/// Default: returns base cooldown duration.
/// </summary>
protected virtual float CalculateDynamicCooldown()
{
return cooldownDuration;
}
#endregion
#region Protected Helpers
@@ -180,6 +246,14 @@ namespace Minigames.Airplane.Abilities
}
isActive = true;
// Reset active duration timer if ability has active duration
if (hasActiveDuration)
{
activeDurationTimer = maxActiveDuration;
activeDurationUsed = 0f;
}
OnAbilityActivated?.Invoke(this);
if (showDebugLogs)
@@ -191,15 +265,16 @@ namespace Minigames.Airplane.Abilities
/// <summary>
/// Start cooldown timer (called by subclasses after execution).
/// </summary>
protected virtual void StartCooldown()
protected virtual void StartCooldown(float? customCooldown = null)
{
isOnCooldown = true;
cooldownTimer = cooldownDuration;
OnCooldownChanged?.Invoke(cooldownTimer, cooldownDuration);
cooldownTimer = customCooldown ?? cooldownDuration;
initialCooldownDuration = cooldownTimer; // Store the initial cooldown value
OnCooldownChanged?.Invoke(cooldownTimer, initialCooldownDuration);
if (showDebugLogs)
{
Logging.Debug($"[{abilityName}] Cooldown started: {cooldownDuration}s");
Logging.Debug($"[{abilityName}] Cooldown started: {cooldownTimer}s");
}
}

View File

@@ -1,4 +1,4 @@
using Core;
using Core;
using UnityEngine;
namespace Minigames.Airplane.Abilities
@@ -23,7 +23,7 @@ namespace Minigames.Airplane.Abilities
/// Create bobbing ability with configuration from settings.
/// </summary>
public BobbingAbility(string name, Sprite icon, float cooldown, Vector2 force)
: base(name, icon, cooldown)
: base(name, icon, cooldown, reusable: true, activeDuration: 0f)
{
bobForce = force;
}
@@ -52,9 +52,8 @@ namespace Minigames.Airplane.Abilities
}
}
// Instant ability - deactivate immediately and start cooldown
// Instant ability - deactivate immediately (base.Deactivate starts cooldown)
base.Deactivate();
StartCooldown();
}
#endregion

View File

@@ -1,12 +1,12 @@
using System.Collections;
using Core;
using Core;
using UnityEngine;
namespace Minigames.Airplane.Abilities
{
/// <summary>
/// Drop Plane Ability: Swipe down to drop straight down.
/// Sustained ability - drops for fixed duration/distance.
/// Drop Plane Ability: Press to drop straight down with strong downward force.
/// Sustained ability - active for up to N seconds, can be interrupted early.
/// Cooldown is proportional to usage time (full duration = N*2 cooldown).
/// Good for precision strikes on targets.
/// Configuration loaded from settings at runtime.
/// </summary>
@@ -15,8 +15,8 @@ namespace Minigames.Airplane.Abilities
#region Configuration
private readonly float dropForce;
private readonly float dropDistance;
private readonly bool zeroHorizontalVelocity;
private readonly float cooldownMultiplier;
#endregion
@@ -25,12 +25,12 @@ namespace Minigames.Airplane.Abilities
/// <summary>
/// Create drop ability with configuration from settings.
/// </summary>
public DropAbility(string name, Sprite icon, float cooldown, float force, float distance, bool zeroHorizontal = true)
: base(name, icon, cooldown)
public DropAbility(string name, Sprite icon, float cooldown, float force, float maxActiveDuration, float cooldownMult, bool zeroHorizontal = true)
: base(name, icon, cooldown, reusable: true, activeDuration: maxActiveDuration)
{
dropForce = force;
dropDistance = distance;
zeroHorizontalVelocity = zeroHorizontal;
cooldownMultiplier = cooldownMult;
}
#endregion
@@ -38,8 +38,6 @@ namespace Minigames.Airplane.Abilities
#region State
private float originalXVelocity;
private Vector3 dropStartPosition;
private Coroutine dropCoroutine;
#endregion
@@ -66,17 +64,11 @@ namespace Minigames.Airplane.Abilities
// Apply strong downward force
rb.AddForce(Vector2.down * dropForce, ForceMode2D.Impulse);
// Track drop distance
dropStartPosition = currentAirplane.transform.position;
// Start monitoring drop distance
dropCoroutine = currentAirplane.StartCoroutine(MonitorDropDistance());
}
if (showDebugLogs)
{
Logging.Debug($"[DropAbility] Activated - Force: {dropForce}, Distance: {dropDistance}");
Logging.Debug($"[DropAbility] Activated - Force: {dropForce}, Max Duration: {maxActiveDuration}s");
}
}
@@ -84,13 +76,6 @@ namespace Minigames.Airplane.Abilities
{
if (!isActive) return;
// Stop monitoring
if (dropCoroutine != null && currentAirplane != null)
{
currentAirplane.StopCoroutine(dropCoroutine);
dropCoroutine = null;
}
// Restore horizontal velocity (optional)
if (currentAirplane != null)
{
@@ -102,36 +87,32 @@ namespace Minigames.Airplane.Abilities
}
}
base.Deactivate();
if (showDebugLogs)
{
Logging.Debug($"[DropAbility] Deactivating after {activeDurationUsed:F2}s usage");
}
// Start cooldown
StartCooldown();
// Base.Deactivate() will call CalculateDynamicCooldown and start cooldown
base.Deactivate();
}
/// <summary>
/// Calculate dynamic cooldown based on usage time.
/// Full duration (maxActiveDuration) = maxActiveDuration * cooldownMultiplier cooldown.
/// Partial usage = proportional cooldown.
/// </summary>
protected override float CalculateDynamicCooldown()
{
// Calculate proportional cooldown: usedTime * multiplier
// Example: 3s max, 2x multiplier -> full use = 6s cooldown, 1.5s use = 3s cooldown
float dynamicCooldown = activeDurationUsed * cooldownMultiplier;
if (showDebugLogs)
{
Logging.Debug("[DropAbility] Deactivated, cooldown started");
}
Logging.Debug($"[DropAbility] CalculateDynamicCooldown: used={activeDurationUsed:F2}s, multiplier={cooldownMultiplier}, result={dynamicCooldown:F2}s");
}
#endregion
#region Drop Monitoring
private IEnumerator MonitorDropDistance()
{
while (isActive && currentAirplane != null)
{
float distanceDropped = Mathf.Abs(dropStartPosition.y - currentAirplane.transform.position.y);
if (distanceDropped >= dropDistance)
{
// Drop distance reached - deactivate
Deactivate();
yield break;
}
yield return null;
}
return dynamicCooldown;
}
#endregion

View File

@@ -13,6 +13,7 @@ namespace Minigames.Airplane.Abilities
private readonly float jetSpeed;
private readonly float jetAngle;
private readonly float cooldownMultiplier;
#endregion
@@ -21,11 +22,12 @@ namespace Minigames.Airplane.Abilities
/// <summary>
/// Create jet ability with configuration from settings.
/// </summary>
public JetAbility(string name, Sprite icon, float cooldown, float speed, float angle)
: base(name, icon, cooldown)
public JetAbility(string name, Sprite icon, float cooldown, float speed, float angle, float maxActiveDuration, float cooldownMult)
: base(name, icon, cooldown, reusable: true, activeDuration: maxActiveDuration)
{
jetSpeed = speed;
jetAngle = angle;
cooldownMultiplier = cooldownMult;
}
#endregion
@@ -87,15 +89,32 @@ namespace Minigames.Airplane.Abilities
currentAirplane.RotateToVelocity = originalRotateToVelocity;
}
base.Deactivate();
if (showDebugLogs)
{
Logging.Debug($"[JetAbility] Deactivating after {activeDurationUsed:F2}s usage");
}
// Start cooldown after deactivation
StartCooldown();
// Base.Deactivate() will call CalculateDynamicCooldown and start cooldown
base.Deactivate();
}
/// <summary>
/// Calculate dynamic cooldown based on usage time.
/// Full duration (maxActiveDuration) = maxActiveDuration * cooldownMultiplier cooldown.
/// Partial usage = proportional cooldown.
/// </summary>
protected override float CalculateDynamicCooldown()
{
// Calculate proportional cooldown: usedTime * multiplier
// Example: 5s max, 2x multiplier -> full use = 10s cooldown, 2.5s use = 5s cooldown
float dynamicCooldown = activeDurationUsed * cooldownMultiplier;
if (showDebugLogs)
{
Logging.Debug("[JetAbility] Deactivated, cooldown started");
Logging.Debug($"[JetAbility] CalculateDynamicCooldown: used={activeDurationUsed:F2}s, multiplier={cooldownMultiplier}, result={dynamicCooldown:F2}s");
}
return dynamicCooldown;
}
#endregion

View File

@@ -176,9 +176,16 @@ namespace Minigames.Airplane.Core
transform.rotation = Quaternion.Euler(0, 0, angle);
}
// Update ability cooldown
// Update ability timers
if (currentAbility != null)
{
// Update active duration if ability is active
if (currentAbility.IsActive)
{
currentAbility.UpdateActiveDuration(Time.deltaTime);
}
// Update cooldown if on cooldown
currentAbility.UpdateCooldown(Time.deltaTime);
}

View File

@@ -136,7 +136,8 @@ namespace Minigames.Airplane.Core.Spawning
}
/// <summary>
/// Get the bounds of an object from its Renderer or Collider.
/// Get the bounds of an object from its Collider or Renderer.
/// Prioritizes 2D colliders first for accurate bounds, then falls back to Renderer.
/// Searches child objects if no component is found on the root.
/// </summary>
public static Bounds GetObjectBounds(GameObject obj)
@@ -146,14 +147,14 @@ namespace Minigames.Airplane.Core.Spawning
return new Bounds(Vector3.zero, Vector3.one);
}
// Try renderer first (most common for sprites)
Renderer objRenderer = obj.GetComponentInChildren<Renderer>();
if (objRenderer != null) return objRenderer.bounds;
// Try 2D collider
// Try 2D collider first (most accurate for ground snapping)
Collider2D objCollider2D = obj.GetComponentInChildren<Collider2D>();
if (objCollider2D != null) return objCollider2D.bounds;
// Try renderer (common for sprites without colliders)
Renderer objRenderer = obj.GetComponentInChildren<Renderer>();
if (objRenderer != null) return objRenderer.bounds;
// Try 3D collider
Collider objCollider3D = obj.GetComponentInChildren<Collider>();
if (objCollider3D != null) return objCollider3D.bounds;
@@ -165,6 +166,7 @@ namespace Minigames.Airplane.Core.Spawning
/// <summary>
/// Draw debug visualization for object bounds after positioning.
/// Shows the actual bounds in world space at the object's final position.
/// Matches GetObjectBounds priority: 2D Collider → Renderer → 3D Collider.
/// </summary>
public static void DrawObjectBoundsDebug(GameObject obj, SpawnPositionMode mode)
{
@@ -173,15 +175,7 @@ namespace Minigames.Airplane.Core.Spawning
Bounds bounds = default;
string sourceType = "none";
// Get bounds from whatever component is available
Renderer objRenderer = obj.GetComponentInChildren<Renderer>();
if (objRenderer != null)
{
bounds = objRenderer.bounds;
sourceType = "Renderer";
}
else
{
// Get bounds from whatever component is available (matching GetObjectBounds priority)
Collider2D objCollider2D = obj.GetComponentInChildren<Collider2D>();
if (objCollider2D != null)
{
@@ -189,6 +183,14 @@ namespace Minigames.Airplane.Core.Spawning
sourceType = "Collider2D";
}
else
{
Renderer objRenderer = obj.GetComponentInChildren<Renderer>();
if (objRenderer != null)
{
bounds = objRenderer.bounds;
sourceType = "Renderer";
}
else
{
Collider objCollider3D = obj.GetComponentInChildren<Collider>();
if (objCollider3D != null)

View File

@@ -15,7 +15,7 @@ namespace Minigames.Airplane.Data
[Tooltip("Icon for ability button")]
public Sprite abilityIcon;
[Tooltip("Cooldown duration in seconds")]
[Tooltip("Base cooldown duration in seconds (multiplied by cooldownMultiplier based on usage)")]
public float cooldownDuration = 5f;
[Tooltip("Speed while ability is active")]
@@ -23,6 +23,13 @@ namespace Minigames.Airplane.Data
[Tooltip("Direction angle (0 = right, 90 = up)")]
public float jetAngle = 0f;
[Header("Active Duration Settings")]
[Tooltip("Maximum duration ability can be active (seconds). Full usage = maxActiveDuration * cooldownMultiplier cooldown")]
public float maxActiveDuration = 5f;
[Tooltip("Cooldown multiplier based on usage time. Full duration = cooldownMultiplier * maxActiveDuration cooldown")]
public float cooldownMultiplier = 2f;
}
/// <summary>
@@ -58,14 +65,18 @@ namespace Minigames.Airplane.Data
[Tooltip("Icon for ability button")]
public Sprite abilityIcon;
[Tooltip("Cooldown duration in seconds")]
[Tooltip("Base cooldown duration in seconds (multiplied by cooldownMultiplier based on usage)")]
public float cooldownDuration = 4f;
[Tooltip("Downward force applied")]
public float dropForce = 20f;
[Tooltip("Distance to drop before returning to normal flight")]
public float dropDistance = 5f;
[Header("Active Duration Settings")]
[Tooltip("Maximum duration ability can be active (seconds). Full usage = maxActiveDuration * cooldownMultiplier cooldown")]
public float maxActiveDuration = 3f;
[Tooltip("Cooldown multiplier based on usage time. Full duration = cooldownMultiplier * maxActiveDuration cooldown")]
public float cooldownMultiplier = 2f;
[Tooltip("Should horizontal velocity be zeroed during drop?")]
public bool zeroHorizontalVelocity = true;

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
}
}