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