Refactor: extract shared helpers across scripts, trim remaining doc redundancy
Deduplication pass (44 extractions): - New SmoothedLook: shared smoothed yaw/pitch look tick + view seeding (FirstPersonController, FreeCamController) - New CharacterTeleport: disable-CC-around-teleport idiom (rescue, owner position apply, free-cam sync) - New GeometryUtil: RescaleToUnitScale + TransformBounds (concealment meter/volume, skinned collider baker) - Paint family: canonical map read/write shared between Net and Persistence, snapshot decode, backend stroke dispatch, RebuildBackend, ResolveSeed, chunked RPC send/gate/copy, CamoKnobs/HeightKnobs aggregates, SanitizeFileKey, NewMaskTexture, AdoptAlbedo, FindSlider - Player/modes: GameMode SetPlayerControl/SetPainting/SetOrbitInputEnabled, InputUtil.GameplayKeyPressed, NearestClimbHit, ComputeXRay delegates to ComputeResolutionFreeze, FingerIK TryInPlaneAngle - Match/misc: UnhookSessionCallbacks, SendEmptyNamedMessage, SwapScenes, RunSessionOpAsync, CovarianceEigen, CollectClusterPoints, MatchHud GUIStyle cache, HsvColorPicker rehook, VoxelCenter Documentation pass: remove 6 triplicated doc blocks and 2 restating inline comments left after the previous reduction. Behavior-neutral; hot-path rasterizer loops intentionally untouched. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
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@@ -104,4 +104,21 @@ public static class InputUtil
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return Input.GetMouseButtonDown(0);
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#endif
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}
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/// <summary>Gameplay key pressed on this exact frame (edge), suppressed while a UI text field is
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/// focused so typing never triggers gameplay bindings. The parameter type follows the active input
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/// backend, matching how the callers' serialized key fields are declared.</summary>
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#if ENABLE_INPUT_SYSTEM
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public static bool GameplayKeyPressed(Key key)
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{
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if (TypingGuard.IsTyping) return false;
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return Keyboard.current != null && Keyboard.current[key].wasPressedThisFrame;
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}
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#else
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public static bool GameplayKeyPressed(KeyCode key)
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{
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if (TypingGuard.IsTyping) return false;
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return Input.GetKeyDown(key);
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}
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#endif
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}
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