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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@@ -2,17 +2,16 @@ using UnityEngine;
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/// <summary>
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/// One knob that resizes the whole player. Setting <see cref="Scale"/> drives <c>transform.localScale</c>
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/// — which Unity already propagates to the visible mesh, the CharacterController capsule, the per-pose
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/// capsules (written as local values) and the camera target — and additionally rescales the movement,
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/// jump, slide and wall tunables on <see cref="PlayerCharacterController"/> proportionally, so a smaller
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/// or larger player still moves at the same body-relative pace instead of zipping or crawling. Without
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/// this the speeds (units/second, not geometry) stay put and a half-size player feels twice as fast.
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/// (mesh, CharacterController capsule, per-pose capsules and camera target follow automatically) and
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/// rescales the movement/jump/slide/wall tunables on <see cref="PlayerCharacterController"/>
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/// proportionally — the speeds are units/second, not geometry, so without this a half-size player feels
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/// twice as fast.
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///
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/// The authored values on the controller ARE the scale-1 design values: tune them normally there. They are
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/// captured as the base in Awake and multiplied by Scale at runtime, so the serialized design values are
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/// never overwritten on disk. In the editor only <c>localScale</c> is previewed live (geometry is the only
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/// visual part); the speed rescale happens on play. The skinned mesh collider scales correctly because
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/// <see cref="SkinnedColliderBaker"/> divides the player scale back out of its bake.
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/// The authored controller values ARE the scale-1 design values: they are captured as the base in Awake
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/// and multiplied by Scale at runtime, so the serialized values are never overwritten on disk. In the
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/// editor only <c>localScale</c> is previewed live; the speed rescale happens on play. The skinned mesh
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/// collider scales correctly because <see cref="SkinnedColliderBaker"/> divides the player scale back
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/// out of its bake.
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/// </summary>
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[DisallowMultipleComponent]
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[RequireComponent(typeof(PlayerCharacterController))]
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