Refactor scripts: dedup remainder, remove dead code, perf hardening

Iteration 4 over Assets/Scripts (no component/file splits, no Unity assets touched):

Dedup:
- Route inline cursor-release, material guards, Ctrl-held and undo/redo
  input through existing InputUtil / SetMatFloat helpers
- Add ungated InputUtil.KeyPressedThisFrame; GameplayKeyPressed builds on it
- Unify FindDeep/FindDeepChild into GeometryUtil.FindDeep

Dead code / stale docs:
- Remove unused code-gen bake path (HsvColorPicker.Build, PaintHud factory)
- Drop unreferenced symbols (SubPhaseChanged event, LocalPhaseDuration,
  IsLocalSceneMain, MouseSensitivity.Changed, IsPaused, InSession,
  NetworkControlled, PreviousPose, JointCount, voxel-count accessors)
- Fix incorrect PlayerRole / PaintHud / Pick / PlayerPose docs

Perf / robustness (behaviour-neutral):
- ConcealmentMeter.Evaluate: reuse vertex/topology buffers, two-pointer
  crossing count
- BuildMeshCaches: alloc-free vertex copy, cached topology/UVs
- Guard all PlayerPaintSync LogSync sites behind logSync
- Cache LocalViewerIsHunter / controller / CanShoot / TypingGuard lookups;
  dedup LocalIsHunter with MatchHud
- Change-guard RefreshEmissionColor and HeroCutout.Disarm
- Cache scene/countdown string comparisons per frame
- Grow NonAlloc buffers and log-once on saturation

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
This commit is contained in:
adminandClaude Opus 4.8 committed 2026-07-02 13:33:18 +02:00
1 parent 2243cc823e
commit 382bfb36df
32 files changed
+292 -348

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+14 -16
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@@ -4,9 +4,7 @@ using UnityEngine.InputSystem;
#endif
/// <summary>
/// Shared low-level input reads that were previously copy-pasted verbatim across the camera rigs
/// (<see cref="FirstPersonController"/>, <see cref="FreeCamController"/>,
/// <see cref="ThirdPersonOrbitInput"/>), the paint controller and the first-person shoot mode. Each
/// Shared low-level input reads used by the camera rigs, the paint controller and the modes. Each
/// method preserves its original per-backend behaviour (new Input System when present, legacy Input
/// Manager otherwise). Sensitivity scaling stays at the call sites.
/// </summary>
@@ -105,20 +103,20 @@ public static class InputUtil
#endif
}
/// <summary>Gameplay key pressed on this exact frame (edge), suppressed while a UI text field is
/// focused so typing never triggers gameplay bindings. The parameter type follows the active input
/// backend, matching how the callers' serialized key fields are declared.</summary>
/// <summary>Key pressed on this exact frame (edge), regardless of UI focus. The parameter type
/// follows the active input backend, matching how the callers' serialized key fields are declared.</summary>
#if ENABLE_INPUT_SYSTEM
public static bool GameplayKeyPressed(Key key)
{
if (TypingGuard.IsTyping) return false;
return Keyboard.current != null && Keyboard.current[key].wasPressedThisFrame;
}
public static bool KeyPressedThisFrame(Key key)
=> Keyboard.current != null && Keyboard.current[key].wasPressedThisFrame;
#else
public static bool GameplayKeyPressed(KeyCode key)
{
if (TypingGuard.IsTyping) return false;
return Input.GetKeyDown(key);
}
public static bool KeyPressedThisFrame(KeyCode key) => Input.GetKeyDown(key);
#endif
/// <summary>Gameplay key pressed on this exact frame (edge), suppressed while a UI text field is
/// focused so typing never triggers gameplay bindings.</summary>
#if ENABLE_INPUT_SYSTEM
public static bool GameplayKeyPressed(Key key) => !TypingGuard.IsTyping && KeyPressedThisFrame(key);
#else
public static bool GameplayKeyPressed(KeyCode key) => !TypingGuard.IsTyping && KeyPressedThisFrame(key);
#endif
}