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