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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@@ -2,12 +2,11 @@ using UnityEngine;
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using UnityEngine.Rendering;
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/// <summary>
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/// Momentary world-space laser beam for a hunter's shot. Purely visual (no networking): a LineRenderer drawn
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/// from the muzzle to the hit point that fades IN fast then OUT over its lifetime, animating both opacity
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/// (via per-vertex colour alpha, read by the Chameleon/Laser shader) and thickness (via widthMultiplier).
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/// Self-contained: it builds its own LineRenderer child + an additive material at runtime, so it can be added
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/// to a hunter avatar purely in code with no prefab authoring. Call <see cref="Fire"/> to trigger; the beam
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/// recycles itself (disables the renderer) once it expires.
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/// Momentary world-space laser beam for a hunter's shot. Purely visual (no networking): a LineRenderer
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/// from muzzle to hit point that fades IN fast then OUT, animating opacity (per-vertex colour alpha, read
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/// by the Chameleon/Laser shader) and thickness (widthMultiplier). Self-contained: builds its own
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/// LineRenderer child + additive material at runtime, so it can be added to an avatar purely in code with
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/// no prefab authoring. Call <see cref="Fire"/> to trigger; the beam disables its renderer once expired.
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/// </summary>
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[DisallowMultipleComponent]
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public sealed class HunterLaserBeam : MonoBehaviour
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