Docs: reduce over-documentation across gameplay scripts
Trim restated narration, dead commented-out code, and oversized class headers; keep all why-comments (authority, timing, edge cases), tooltips, and serialization caveats. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
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@@ -2,32 +2,20 @@ using System.Collections.Generic;
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using UnityEngine;
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/// <summary>
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/// Single-finger procedural pose + IK solver for a LOCAL +Y bone chain. Flexion (curl)
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/// is rotation around each joint's local hinge axis (default local -X, the palm-ward
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/// flex direction for the WhiteHand rig); negative per-joint limits allow a little
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/// back-of-hand (upward) bend when an IK target pulls there. Spread/abduction is around
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/// local Z on the base joint only and is also IK-solved toward the target for slight
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/// sideways reach. Works for any chain length: the thumb (2 rotating joints) and the long
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/// fingers (3) use identical code.
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/// Single-finger procedural pose + IK solver for a LOCAL +Y bone chain. Flexion (curl) rotates around
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/// each joint's local hinge axis (default local -X = palm-ward on the WhiteHand rig); spread/abduction
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/// is around local Z on the base joint only. Any chain length (thumb and long fingers share the code).
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///
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/// Two drive modes, blended per frame:
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/// 1. Procedural curl. <see cref="curl"/> (0..1) lerps every joint from its rest angle
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/// (0) toward its per-joint <see cref="maxCurl"/> (closed fist). This is written first
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/// every frame and is the SEED pose for the IK pass.
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/// 2. IK reach. When a <see cref="target"/> is assigned and <see cref="ikWeight"/> > 0,
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/// CCD bends the chain (seeded from the curl pose) so the fingertip reaches the target,
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/// constraining every joint to its hinge axis and angle limits mid-sweep. The final
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/// per-joint pose is Slerp(seedCurl, solvedIK, ikWeight) so curl and IK never fight and
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/// nothing accumulates frame-to-frame.
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/// 1. Procedural curl: <see cref="curl"/> (0..1) lerps every joint from rest toward its per-joint
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/// <see cref="maxCurl"/> - written first each frame, and the SEED pose for the IK pass.
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/// 2. IK reach: with a <see cref="target"/> and <see cref="ikWeight"/> > 0, CCD bends the chain from
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/// that seed, hinge/limit-constrained mid-sweep; the final pose is Slerp(seed, solved, ikWeight),
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/// so curl and IK never fight and nothing accumulates frame-to-frame.
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///
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/// All curl math is REST-RELATIVE: the captured rest localRotation is the 0-degree datum,
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/// so the rig's modeled fan/opposition offsets (e.g. thumb's ~55 deg local-Z rest) are
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/// preserved instead of being snapped to identity. Positive curl closes the fist for every
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/// digit on this rig.
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///
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/// Added at runtime onto the finger-root GameObject by <see cref="HandIK"/>, or wired by
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/// hand via <see cref="Setup"/>. By default the owning <see cref="HandIK"/> drives the
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/// solve once per frame; set <see cref="SolveInLateUpdate"/> if using this component alone.
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/// All curl math is REST-RELATIVE (the captured rest localRotation is the 0-degree datum), preserving
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/// the rig's modeled fan/opposition offsets. Added at runtime by <see cref="HandIK"/>, or wired by hand
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/// via <see cref="Setup"/>; set <see cref="SolveInLateUpdate"/> only when using this component alone.
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/// </summary>
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[ExecuteAlways]
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[DisallowMultipleComponent]
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