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>
This commit is contained in:
adminandClaude Fable 5 committed 2026-07-08 08:29:18 +02:00
1 parent eeee5fc2f0
commit 6c03e5d3f6
48 files changed
+289 -481

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@@ -3,16 +3,10 @@ using Unity.Cinemachine;
using Chameleon.Components;
/// <summary>
/// First-person camera. Drives its OWN dedicated <see cref="CinemachineCamera"/>: each frame it snaps
/// to the player's dedicated <c>FirstPersonTarget</c> (the eye anchor) for position and
/// applies free mouse-look (yaw/pitch) for rotation. While active the player's mesh is hidden so the
/// body isn't seen from the inside. Movement stays with the player controller, which reads the
/// brain-driven Main Camera forward, so WASD is automatically relative to this view.
///
/// Activation is driven by <see cref="FirstPersonMode"/> via <see cref="SetActive"/>: it raises the
/// vcam priority so the CinemachineBrain blends to it, snaps look to the current view (no jump), hides
/// the mesh and locks the cursor. While inactive the vcam rests at a low priority and this component
/// does nothing.
/// First-person camera on its own dedicated <see cref="CinemachineCamera"/>: snaps to the player's eye
/// anchor, applies free mouse-look, and hides the player mesh while active. Driven by
/// <see cref="FirstPersonMode"/> via <see cref="SetActive"/>; WASD stays view-relative automatically
/// because movement reads the brain-driven Main Camera forward.
/// </summary>
[RequireComponent(typeof(CinemachineCamera))]
[DisallowMultipleComponent]