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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adminandClaude Fable 5 committed 2026-07-02 10:08:28 +02:00
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@@ -2,32 +2,20 @@ using System.Collections.Generic;
using UnityEngine;
/// <summary>
/// Single-finger procedural pose + IK solver for a LOCAL +Y bone chain. Flexion (curl)
/// is rotation around each joint's local hinge axis (default local -X, the palm-ward
/// flex direction for the WhiteHand rig); negative per-joint limits allow a little
/// back-of-hand (upward) bend when an IK target pulls there. Spread/abduction is around
/// local Z on the base joint only and is also IK-solved toward the target for slight
/// sideways reach. Works for any chain length: the thumb (2 rotating joints) and the long
/// fingers (3) use identical code.
/// Single-finger procedural pose + IK solver for a LOCAL +Y bone chain. Flexion (curl) rotates around
/// each joint's local hinge axis (default local -X = palm-ward on the WhiteHand rig); spread/abduction
/// is around local Z on the base joint only. Any chain length (thumb and long fingers share the code).
///
/// Two drive modes, blended per frame:
/// 1. Procedural curl. <see cref="curl"/> (0..1) lerps every joint from its rest angle
/// (0) toward its per-joint <see cref="maxCurl"/> (closed fist). This is written first
/// every frame and is the SEED pose for the IK pass.
/// 2. IK reach. When a <see cref="target"/> is assigned and <see cref="ikWeight"/> &gt; 0,
/// CCD bends the chain (seeded from the curl pose) so the fingertip reaches the target,
/// constraining every joint to its hinge axis and angle limits mid-sweep. The final
/// per-joint pose is Slerp(seedCurl, solvedIK, ikWeight) so curl and IK never fight and
/// nothing accumulates frame-to-frame.
/// 1. Procedural curl: <see cref="curl"/> (0..1) lerps every joint from rest toward its per-joint
/// <see cref="maxCurl"/> - written first each frame, and the SEED pose for the IK pass.
/// 2. IK reach: with a <see cref="target"/> and <see cref="ikWeight"/> &gt; 0, CCD bends the chain from
/// that seed, hinge/limit-constrained mid-sweep; the final pose is Slerp(seed, solved, ikWeight),
/// so curl and IK never fight and nothing accumulates frame-to-frame.
///
/// All curl math is REST-RELATIVE: the captured rest localRotation is the 0-degree datum,
/// so the rig's modeled fan/opposition offsets (e.g. thumb's ~55 deg local-Z rest) are
/// preserved instead of being snapped to identity. Positive curl closes the fist for every
/// digit on this rig.
///
/// Added at runtime onto the finger-root GameObject by <see cref="HandIK"/>, or wired by
/// hand via <see cref="Setup"/>. By default the owning <see cref="HandIK"/> drives the
/// solve once per frame; set <see cref="SolveInLateUpdate"/> if using this component alone.
/// All curl math is REST-RELATIVE (the captured rest localRotation is the 0-degree datum), preserving
/// the rig's modeled fan/opposition offsets. Added at runtime by <see cref="HandIK"/>, or wired by hand
/// via <see cref="Setup"/>; set <see cref="SolveInLateUpdate"/> only when using this component alone.
/// </summary>
[ExecuteAlways]
[DisallowMultipleComponent]