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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@@ -2,10 +2,9 @@ using UnityEngine;
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using Unity.Cinemachine;
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/// <summary>
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/// Feeds mouse input into a <see cref="CinemachineOrbitalFollow"/> so the camera
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/// orbits the follow target. Mouse movement drives yaw/pitch, the wheel zooms.
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/// The orbit behaviour depends on <see cref="LookMode"/> (usually set by the
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/// GameModeManager). Attach to the camera rig (the CinemachineOrbitalFollow).
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/// Feeds mouse input into a <see cref="CinemachineOrbitalFollow"/>: mouse movement drives yaw/pitch,
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/// the wheel zooms, middle-mouse pans (paint mode only). Orbit behaviour depends on
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/// <see cref="LookMode"/> (usually set by the GameModeManager). Attach to the camera rig.
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/// </summary>
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[RequireComponent(typeof(CinemachineOrbitalFollow))]
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[DisallowMultipleComponent]
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@@ -346,5 +345,4 @@ public class ThirdPersonOrbitInput : MonoBehaviour
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// Offset is camera-local (x=right, y=up); the extension translates eye + look-at together -> true pan.
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_camOffset.Offset = new Vector3(_pan.x, _pan.y, 0f);
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}
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}
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