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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@@ -25,8 +25,9 @@ using UnityEngine;
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public class StartMatchTrigger : MonoBehaviour
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{
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private Collider _collider;
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private readonly Collider[] _overlap = new Collider[16];
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private readonly Collider[] _overlap = new Collider[32];
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private bool _started;
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private bool _overlapSaturated; // log-once: a full buffer could silently drop the authority's avatar
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private void Awake() => _collider = GetComponent<Collider>();
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@@ -40,6 +41,11 @@ public class StartMatchTrigger : MonoBehaviour
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if (!match || match.Phase != MatchManager.MatchPhase.Lobby) return;
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int count = OverlapTrigger();
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if (count == _overlap.Length && !_overlapSaturated)
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{
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_overlapSaturated = true;
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Debug.LogWarning($"StartMatchTrigger: overlap buffer saturated ({count}); the authority avatar may be missed.", this);
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}
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for (int i = 0; i < count; i++)
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{
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var netObj = _overlap[i].GetComponentInParent<NetworkObject>();
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