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