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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@@ -2,34 +2,21 @@ using UnityEngine;
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using Unity.Cinemachine;
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/// <summary>
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/// Drives the world-space "hero cutout": occluder geometry that sits inside a cone running from the
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/// third-person camera (apex) to the player is clipped away, punching a clean see-through funnel toward
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/// the character. Every late frame this feeds two global shader properties (<c>_HeroCutoutTarget</c>,
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/// <c>_HeroCutoutParams</c>) that the <c>Custom/HeroCutoutLit</c> shader reads.
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/// Drives the world-space "hero cutout": occluder geometry inside a cone from the third-person camera
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/// (apex) to the player is clipped away, punching a see-through funnel toward the character. Each late
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/// frame this feeds two global shader properties (<c>_HeroCutoutTarget</c>, <c>_HeroCutoutParams</c>)
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/// that <c>Custom/HeroCutoutLit</c> reads.
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///
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/// Arming is deliberately simple: a single ray is cast FROM the camera TOWARD the player. If it hits
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/// world geometry before reaching the player, the cut is armed; with a clear line of sight the
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/// occluders stay solid. There is no multi-sample / silhouette estimation - one ray, one answer.
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/// Arming is deliberately simple: ONE ray from the camera toward the player - blocked = armed, clear
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/// view = occluders stay solid. The cut volume lives entirely in the shader: everything between camera
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/// and player (within the cone) is cut, geometry behind the player stays solid, and the far end fades
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/// across a soft depth band (<see cref="depthFeather"/>) instead of a hard plane. The cone radius grows
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/// with camera distance, so the hole keeps a constant on-screen size at every occluder depth.
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///
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/// The cut volume is defined entirely in the shader as a cone along the camera->player axis: everything
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/// BETWEEN camera and player (within the cone) is cut; geometry well behind the player stays solid - so a
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/// wall the player stands in front of renders completely normally. The far end fades out across a soft
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/// depth band (<see cref="depthFeather"/>) straddling the player rather than snapping off at a hard
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/// plane, so an occluder running past the player fades just behind them with no hard cut line. The cone's
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/// radius grows with distance from the camera, so the hole keeps a constant on-screen size regardless of
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/// occluder depth.
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///
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/// The effect is only active while the third-person orbit <see cref="CinemachineCamera"/> is the live
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/// Cinemachine camera (Player Control / Paint mode). In first-person, free-cam or while a menu is open
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/// a different vcam is live and the cutout disarms. Disarming clears the global "enabled" flag (also
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/// the zero-initialised default), so any scene without this driver - or any frame with a clear view -
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/// leaves cutout materials looking exactly like URP/Lit.
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///
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/// This replaces the camera pulling in toward the player (Cinemachine Deoccluder): instead of closing
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/// the distance to dodge an obstacle, the camera holds its orbit distance and the obstacle is punched
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/// see-through.
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///
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/// Attach to a persistent scene object (e.g. the GameModeManager host).
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/// Active only while the third-person orbit vcam is the live Cinemachine camera; disarming clears the
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/// global flag (also the zero-initialised default), so scenes without this driver render cutout
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/// materials as plain URP/Lit. Replaces the Cinemachine Deoccluder pull-in: the camera holds its orbit
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/// distance and the obstacle goes see-through. Attach to a persistent scene object.
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/// </summary>
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[DisallowMultipleComponent]
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public class HeroCutout : MonoBehaviour
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