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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@@ -5,7 +5,7 @@ using UnityEngine;
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/// plus optional walk and run clips that the pose system plays itself (the Animator stays empty) while
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/// moving on the ground, its own CharacterController capsule dimensions (so a low pose like a ball can
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/// crawl under furniture the default standing capsule is too tall for), and a camera-target y-offset that
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/// frames the pose without moving the body. The first ScriptableObject in this project.
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/// frames the pose without moving the body.
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///
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/// Named PlayerPose (not Pose) to avoid shadowing the built-in UnityEngine.Pose struct, mirroring
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/// why the controller is PlayerCharacterController and not just "PlayerController".
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@@ -72,42 +72,18 @@ public class PlayerPose : ScriptableObject
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"sensible height even though the camera target sits where third-person frames it. Meters.")]
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[SerializeField] private float firstPersonCameraTargetYOffset;
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/// <summary>Idle clip held while the player stands still in this pose (may be null).</summary>
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// Read-only accessors; semantics are documented on the serialized fields' tooltips above.
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public AnimationClip Clip => clip;
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/// <summary>Playback speed multiplier for the idle clip (1 = authored speed).</summary>
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public float ClipSpeed => clipSpeed;
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/// <summary>Optional clip played while walking on the ground; null = hold the idle pose.</summary>
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public AnimationClip WalkClip => walkClip;
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/// <summary>Playback speed multiplier for the walk clip (1 = authored speed).</summary>
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public float WalkClipSpeed => walkClipSpeed;
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/// <summary>Optional clip played while sprinting on the ground; null = hold the idle pose.</summary>
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public AnimationClip RunClip => runClip;
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/// <summary>Playback speed multiplier for the run clip (1 = authored speed).</summary>
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public float RunClipSpeed => runClipSpeed;
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/// <summary>Optional clip played while falling; null = hold the idle pose.</summary>
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public AnimationClip FallClip => fallClip;
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/// <summary>Playback speed multiplier for the fall clip (1 = authored speed).</summary>
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public float FallClipSpeed => fallClipSpeed;
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/// <summary>CharacterController capsule center Y applied while this pose is active.</summary>
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public float ControllerCenterY => controllerCenterY;
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/// <summary>CharacterController capsule radius applied while this pose is active.</summary>
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public float ControllerRadius => controllerRadius;
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/// <summary>CharacterController capsule height applied while this pose is active.</summary>
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public float ControllerHeight => controllerHeight;
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/// <summary>Local-up offset applied to the camera target while this pose is active (any state).</summary>
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public float CameraTargetYOffset => cameraTargetYOffset;
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/// <summary>Additional local-up offset for the first-person eye, on top of the camera target (first person only).</summary>
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public float FirstPersonCameraTargetYOffset => firstPersonCameraTargetYOffset;
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}
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