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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@@ -5,14 +5,10 @@ using UnityEngine.InputSystem;
#endif
/// <summary>
/// Free-flying spectator camera. Drives its OWN dedicated <see cref="CinemachineCamera"/> by moving
/// this transform with WASD (relative to where it looks), Q/E (or Space/Left&#160;Ctrl) for down/up
/// and the mouse for look. Collision is a <see cref="CharacterController"/> capsule sized like the
/// player's, so the freecam slides along world geometry instead of clipping through walls/floors.
///
/// Activation is driven by <see cref="FreeCamMode"/> via <see cref="SetActive"/>: it raises the vcam
/// priority so the CinemachineBrain blends to it, snaps the rig to the current view (no jump) and
/// locks the cursor. While inactive the vcam rests at a low priority and this component does nothing.
/// Free-flying spectator camera on its own dedicated <see cref="CinemachineCamera"/>: WASD flight relative
/// to the view, Q/E (or Space/Left&#160;Ctrl) for down/up, mouse look. A <see cref="CharacterController"/>
/// capsule makes it slide along world geometry instead of clipping. Driven by <see cref="FreeCamMode"/>
/// via <see cref="SetActive"/>; while inactive this component does nothing.
/// </summary>
[RequireComponent(typeof(CharacterController))]
[DisallowMultipleComponent]
@@ -194,5 +190,4 @@ public class FreeCamController : MonoBehaviour
return Input.GetKey(KeyCode.LeftShift);
#endif
}
}