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>
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@@ -11,10 +11,10 @@ using UnityEngine.InputSystem.UI;
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/// <see cref="PaintMode"/> (follows the manager's ModeChanged) and binds its widgets directly to the
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/// live <see cref="MeshPainter"/> fields, so edits apply immediately.
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///
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/// The layout (independently draggable sub-panels per channel + a global brush card) comes from an
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/// authored prefab (<see cref="layoutPrefab"/>) or is generated in code as the fallback. Either way
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/// the BINDINGS live in code and are (re)applied at runtime by <see cref="WirePanel"/> against the
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/// same stable widget names - a prefab stores only the visual layout, never behaviour.
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/// The layout (independently draggable sub-panels per channel + a global brush card) comes from the
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/// authored prefab (<see cref="layoutPrefab"/>). The BINDINGS live in code and are (re)applied at
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/// runtime by <see cref="WirePanel"/> against stable widget names - the prefab stores only the
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/// visual layout, never behaviour.
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/// </summary>
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[DisallowMultipleComponent]
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public partial class PaintHud : MonoBehaviour
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@@ -25,10 +25,10 @@ public partial class PaintHud : MonoBehaviour
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[Tooltip("Painter the HUD edits. Empty = the manager's painter, else found automatically.")]
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public MeshPainter painter;
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[Tooltip("Authored panel layout. If set it is instantiated and bound; empty = build the panel in code.")]
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[Tooltip("Authored panel layout. Instantiated and bound at startup.")]
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public GameObject layoutPrefab;
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// Stable widget names shared by the code-gen builder, the baked prefab and the binder.
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// Stable widget names shared by the baked prefab and the binder.
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private const string PanelGeneral = "Panel_General";
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private const string PanelSpray = "Panel_Spray";
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private const string PanelAlbedo = "Panel_Albedo";
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@@ -408,13 +408,13 @@ public partial class PaintHud : MonoBehaviour
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/// </summary>
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private void WireMaskSelector(Transform panel)
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{
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var selector = FindDeep(panel, MaskSelector);
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var selector = GeometryUtil.FindDeep(panel, MaskSelector);
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if (!selector) return;
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var masks = painter ? painter.brushMasks : null;
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for (int i = 0; ; i++)
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{
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var swatch = FindDeep(selector, MaskSwatchPrefix + i);
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var swatch = GeometryUtil.FindDeep(selector, MaskSwatchPrefix + i);
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if (!swatch) break;
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bool has = masks != null && i < masks.Count && masks[i];
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@@ -445,12 +445,12 @@ public partial class PaintHud : MonoBehaviour
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private void RefreshMaskHighlights()
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{
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if (!_panel || !painter) return;
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var selector = FindDeep(_panel.transform, MaskSelector);
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var selector = GeometryUtil.FindDeep(_panel.transform, MaskSelector);
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if (!selector) return;
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for (int i = 0; ; i++)
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{
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var swatch = FindDeep(selector, MaskSwatchPrefix + i);
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var swatch = GeometryUtil.FindDeep(selector, MaskSwatchPrefix + i);
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if (!swatch) break;
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var frame = swatch.GetComponent<Image>();
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if (frame) frame.color = i == painter.activeBrushIndex ? MaskFrameSelected : MaskFrameUnselected;
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@@ -477,7 +477,7 @@ public partial class PaintHud : MonoBehaviour
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/// </summary>
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private void MakeDraggable(Transform root, string panelName)
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{
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var panel = FindDeep(root, panelName) as RectTransform;
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var panel = GeometryUtil.FindDeep(root, panelName) as RectTransform;
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if (!panel) return;
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var drag = panel.GetComponent<DraggablePanel>();
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if (!drag) drag = panel.gameObject.AddComponent<DraggablePanel>();
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@@ -507,7 +507,7 @@ public partial class PaintHud : MonoBehaviour
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/// </summary>
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private static void WirePanelFade(Transform root, string panelName, string toggleName)
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{
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var panel = FindDeep(root, panelName);
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var panel = GeometryUtil.FindDeep(root, panelName);
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if (!panel) return;
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var group = panel.GetComponent<CanvasGroup>();
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if (!group) group = panel.gameObject.AddComponent<CanvasGroup>();
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@@ -522,7 +522,7 @@ public partial class PaintHud : MonoBehaviour
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/// <summary>Finds a slider cell by name and the Slider inside it (null when either is missing).</summary>
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private static Slider FindSlider(Transform panel, string name, out Transform cell)
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{
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cell = FindDeep(panel, name);
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cell = GeometryUtil.FindDeep(panel, name);
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return cell ? cell.GetComponentInChildren<Slider>() : null;
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}
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@@ -560,52 +560,10 @@ public partial class PaintHud : MonoBehaviour
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private static T Find<T>(Transform panel, string name) where T : Component
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{
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var child = FindDeep(panel, name);
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var child = GeometryUtil.FindDeep(panel, name);
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return child ? child.GetComponent<T>() : null;
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}
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/// <summary>Depth-first search by name (widgets now live nested inside per-channel sub-panels).</summary>
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private static Transform FindDeep(Transform root, string name)
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{
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if (root.name == name) return root;
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for (int i = 0; i < root.childCount; i++)
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{
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var found = FindDeep(root.GetChild(i), name);
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if (found) return found;
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}
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return null;
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}
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// --- Static UI factory (shared with HsvColorPicker) ---
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public static RectTransform NewRect(string name, Transform parent)
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{
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var go = new GameObject(name, typeof(RectTransform));
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go.transform.SetParent(parent, false);
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return (RectTransform)go.transform;
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}
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public static Image AddImage(GameObject go, Color color)
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{
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var img = go.AddComponent<Image>();
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img.color = color;
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return img;
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}
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/// <summary>Adds a full-rect, non-raycasting overlay image (sprite assigned by the caller).</summary>
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public static Image AddOverlay(RectTransform parent, string name)
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{
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var rt = NewRect(name, parent);
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rt.anchorMin = Vector2.zero;
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rt.anchorMax = Vector2.one;
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rt.offsetMin = Vector2.zero;
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rt.offsetMax = Vector2.zero;
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var img = rt.gameObject.AddComponent<Image>();
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img.type = Image.Type.Simple;
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img.raycastTarget = false;
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return img;
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}
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// Cached gradient sprites for the colour picker.
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private static Sprite _satSprite, _valSprite, _hueSprite;
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