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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@@ -1,3 +1,4 @@
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using UnityEngine;
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using UnityEngine.EventSystems;
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using TMPro;
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@@ -9,6 +10,12 @@ using TMPro;
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/// </summary>
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public static class TypingGuard
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{
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// Consulted several times per frame by the hotkey readers; the GetComponent lookups are cached
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// per selected GameObject (a selection change refreshes them).
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private static GameObject _cachedGo;
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private static TMP_InputField _cachedTmp;
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private static UnityEngine.UI.InputField _cachedLegacy;
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/// <summary>A text input field is currently focused and capturing keystrokes.</summary>
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public static bool IsTyping
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{
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@@ -20,11 +27,15 @@ public static class TypingGuard
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var go = es.currentSelectedGameObject;
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if (!go) return false;
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var tmp = go.GetComponent<TMP_InputField>();
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if (tmp) return tmp.isFocused;
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if (go != _cachedGo)
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{
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_cachedGo = go;
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_cachedTmp = go.GetComponent<TMP_InputField>();
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_cachedLegacy = _cachedTmp ? null : go.GetComponent<UnityEngine.UI.InputField>();
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}
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var legacy = go.GetComponent<UnityEngine.UI.InputField>();
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return legacy && legacy.isFocused;
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if (_cachedTmp) return _cachedTmp.isFocused;
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return _cachedLegacy && _cachedLegacy.isFocused;
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}
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}
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}
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