Refactor Assets/Scripts: trim restating comments, minor structure cleanups
Sweep over 48 files (Editor/ excluded): remove comments that restate the code, condense class summaries, fix three stale doc statements (HsvColorPicker alpha bar, PaintHud layoutPrefab, MasterVolume FallbackDefault). Inline two single-use wrappers (IsPointerOverUi, BuildModes), drop an unused using, replace a magic literal with the existing ParallaxBase constant, and convert ~10 UnityEngine.Object null checks to the implicit-bool convention. No serialized fields, signatures, RPC/NetworkVariable names, defaults, or #if blocks touched. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
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@@ -3,16 +3,10 @@ using Unity.Cinemachine;
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using Chameleon.Components;
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/// <summary>
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/// First-person camera. Drives its OWN dedicated <see cref="CinemachineCamera"/>: each frame it snaps
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/// to the player's dedicated <c>FirstPersonTarget</c> (the eye anchor) for position and
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/// applies free mouse-look (yaw/pitch) for rotation. While active the player's mesh is hidden so the
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/// body isn't seen from the inside. Movement stays with the player controller, which reads the
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/// brain-driven Main Camera forward, so WASD is automatically relative to this view.
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///
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/// Activation is driven by <see cref="FirstPersonMode"/> via <see cref="SetActive"/>: it raises the
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/// vcam priority so the CinemachineBrain blends to it, snaps look to the current view (no jump), hides
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/// the mesh and locks the cursor. While inactive the vcam rests at a low priority and this component
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/// does nothing.
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/// First-person camera on its own dedicated <see cref="CinemachineCamera"/>: snaps to the player's eye
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/// anchor, applies free mouse-look, and hides the player mesh while active. Driven by
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/// <see cref="FirstPersonMode"/> via <see cref="SetActive"/>; WASD stays view-relative automatically
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/// because movement reads the brain-driven Main Camera forward.
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/// </summary>
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[RequireComponent(typeof(CinemachineCamera))]
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[DisallowMultipleComponent]
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