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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@@ -3,22 +3,14 @@ using UnityEngine;
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/// <summary>
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/// Hand-level IK manager for the WhiteHand rig. Auto-discovers the five fingers under
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/// <see cref="handRoot"/> (Thumb, IndexFinger, MiddleFinger, RingFinger, LittleFinger),
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/// walks each single-child bone spine to its *_end leaf, and creates/configures a
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/// <see cref="FingerIK"/> on every finger root with sensible per-joint curl limits (the
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/// thumb gets its own 2-joint range). Owns per-finger curl/target/weight and drives every
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/// finger's solve once per frame in LateUpdate (so FingerIK does not double-solve, and the
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/// override lands AFTER any Animator pose for the frame).
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/// <see cref="handRoot"/>, walks each single-child bone spine to its *_end leaf, and
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/// creates/configures a <see cref="FingerIK"/> per finger root (the thumb gets its own 2-joint
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/// range). Owns per-finger curl/target/weight and drives every finger's solve once per frame in
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/// LateUpdate (no double-solve; the override lands AFTER any Animator pose).
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///
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/// Runs in edit mode too ([ExecuteAlways]): an editor tick solves live so per-finger curl,
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/// the IK weight, and the per-finger target slots pose the hand WITHOUT entering Play, and
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/// dragging an assigned target in the scene view updates the reach live. The solve only re-runs
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/// when an input actually changed, so an idle hand never re-dirties the scene.
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///
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/// Minimal wiring: drop on WhiteHand (or Hand); leave handRoot empty to auto-find the 'Hand'
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/// node by name. Fingers auto-discover (in edit mode the first time, deferred to a safe point;
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/// in Play via discoverOnAwake). Right-click the component header for "Rediscover" (after rig
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/// edits) and "Reset To Rest".
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/// Runs in edit mode too ([ExecuteAlways]): an editor tick solves live (curl / weight / dragged
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/// targets) without entering Play, re-running only when an input changed so an idle hand never
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/// re-dirties the scene. Right-click the header for "Rediscover" (after rig edits) and "Reset To Rest".
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/// </summary>
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[ExecuteAlways]
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[DisallowMultipleComponent]
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