public void VisualizeEnergyLost(CellData cellData)
        {
            if (UIIndication)
            {
                IndicateValues();
            }

            UpdateCellDataChanged(cellData);

            // If it should show losing Energy but doesn't have Energized effect - add one
            if (EnergizedEffectCurrent == null)
            {
                EnergizedEffectCurrent = Instantiate(EffectEnergized, transform.position, Quaternion.identity, this.transform);
            }

            EnergizedEffectCurrent.gameObject.SetActive(true);
            EnergizedEffectCurrent.ChangeColorAndTurnOff();
            //EnergizedEffectCurrent?.gameObject.SetActive(false);
        }
        public void UpdateCellAuVisuals(CellData cellData)
        {
            if (UIIndication)
            {
                IndicateValues();
            }

            UpdateCellDataChanged(cellData);


            // TODO: Make it a gradient
            // If Cell is energized, make background flashy and shiny and beatiful and gay (still straight ofc) and wonderful ^^
            if (cellData.EnergyCurrent > 0 && Mathf.Approximately(cellData.EnergyCurrent, cellData.CellStateFormT.EnergyMaxStored))
            {
                // Background
                _backgroundSpriteRenderer.color = new Color(0.65f, 0.65f, 1f, 0.5f);

                //
                // If it's Energized but doesn't have Energized effect - add one
                if (EnergizedEffectCurrent == null)
                {
                    EnergizedEffectCurrent = Instantiate(EffectEnergized, transform.position, Quaternion.identity, this.transform);
                    EnergizedEffectCurrent.gameObject.SetActive(true);
                    EnergizedEffectCurrent.SlowlyStart();
                }
                else if (!EnergizedEffectCurrent.gameObject.activeSelf)
                {
                    EnergizedEffectCurrent.gameObject.SetActive(true);
                    EnergizedEffectCurrent.RestoreState();
                }
            }
            else
            {
                // Background
                _backgroundSpriteRenderer.color = ColorBackgroundDefault;

                //
                //Debug.Log("cellData.EnergyCurrent: " + cellData.EnergyCurrent, this);
                //Debug.Log("Math.Abs(cellData.EnergyCurrent - cellData.CellStateFormT.EnergyMaxStored): " + Math.Abs(cellData.EnergyCurrent - cellData.CellStateFormT.EnergyMaxStored), this);
                //Debug.Log("Turning off EnergizedEffectCurrent of Cell: " + gameObject.name, this);
                EnergizedEffectCurrent?.gameObject.SetActive(false);
            }
        }