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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@@ -2,16 +2,15 @@ using UnityEngine;
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using Unity.Cinemachine;
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/// <summary>
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/// Drives the world-space "hero cutout": occluder geometry inside a cone from the third-person camera
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/// (apex) to the player is clipped away, punching a see-through funnel toward the character. Each late
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/// frame this feeds two global shader properties (<c>_HeroCutoutTarget</c>, <c>_HeroCutoutParams</c>)
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/// that <c>Custom/HeroCutoutLit</c> reads.
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/// World-space "hero cutout": occluder geometry inside a cone from the third-person camera (apex) to
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/// the player is clipped away, punching a see-through funnel toward the character. Each late frame this
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/// feeds two globals (<c>_HeroCutoutTarget</c>, <c>_HeroCutoutParams</c>) that <c>Custom/HeroCutoutLit</c> reads.
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///
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/// Arming is deliberately simple: ONE ray from the camera toward the player - blocked = armed, clear
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/// view = occluders stay solid. The cut volume lives entirely in the shader: everything between camera
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/// and player (within the cone) is cut, geometry behind the player stays solid, and the far end fades
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/// across a soft depth band (<see cref="depthFeather"/>) instead of a hard plane. The cone radius grows
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/// with camera distance, so the hole keeps a constant on-screen size at every occluder depth.
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/// Arming is deliberately simple: ONE ray camera -> player; blocked = armed, clear view = occluders stay
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/// solid. The cut volume lives entirely in the shader: everything between camera and player (within the
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/// cone) is cut, geometry behind the player stays solid, and the far end fades across a soft depth band
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/// (<see cref="depthFeather"/>) instead of a hard plane. The cone tapers toward the camera, so the hole
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/// keeps a constant on-screen size at every occluder depth.
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///
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/// Active only while the third-person orbit vcam is the live Cinemachine camera; disarming clears the
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/// global flag (also the zero-initialised default), so scenes without this driver render cutout
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@@ -193,9 +192,8 @@ public class HeroCutout : MonoBehaviour
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}
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/// <summary>
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/// Lazily resolves the orbit vcam and its Cinemachine Deoccluder (they may live in a scene that
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/// loads after this driver). Captures the deoccluder's authored obstacle-avoidance state once so it
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/// can be restored later.
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/// Lazily resolves the orbit vcam and its Deoccluder (they may live in a scene that loads after this
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/// driver); captures the deoccluder's authored obstacle-avoidance state once so it can be restored.
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/// </summary>
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private void EnsureRefs()
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{
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@@ -209,9 +207,9 @@ public class HeroCutout : MonoBehaviour
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}
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/// <summary>
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/// Switches the deoccluder's obstacle avoidance (the camera pull-in) off while this driver replaces
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/// it with the cutout, or restores the authored state when the replacement is turned off. Only
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/// toggles on transitions, so it never fights a value changed elsewhere mid-frame.
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/// Toggles the deoccluder's obstacle avoidance (the camera pull-in) off/back per
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/// <see cref="replaceDeoccluderPullIn"/>. Only acts on transitions, so it never fights a value
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/// changed elsewhere mid-frame.
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/// </summary>
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private void ApplyPullInSuppression()
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{
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@@ -229,7 +227,6 @@ public class HeroCutout : MonoBehaviour
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}
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}
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/// <summary>Restores the deoccluder's authored pull-in if this driver had suppressed it.</summary>
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private void RestoreDeoccluderPullIn()
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{
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if (_pullInSuppressed && _deoccluder)
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