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

No files matched your search

+9 -10
View File
@@ -2,17 +2,16 @@ using UnityEngine;
/// <summary>
/// One knob that resizes the whole player. Setting <see cref="Scale"/> drives <c>transform.localScale</c>
/// — which Unity already propagates to the visible mesh, the CharacterController capsule, the per-pose
/// capsules (written as local values) and the camera target — and additionally rescales the movement,
/// jump, slide and wall tunables on <see cref="PlayerCharacterController"/> proportionally, so a smaller
/// or larger player still moves at the same body-relative pace instead of zipping or crawling. Without
/// this the speeds (units/second, not geometry) stay put and a half-size player feels twice as fast.
/// (mesh, CharacterController capsule, per-pose capsules and camera target follow automatically) and
/// rescales the movement/jump/slide/wall tunables on <see cref="PlayerCharacterController"/>
/// proportionally — the speeds are units/second, not geometry, so without this a half-size player feels
/// twice as fast.
///
/// The authored values on the controller ARE the scale-1 design values: tune them normally there. They are
/// captured as the base in Awake and multiplied by Scale at runtime, so the serialized design values are
/// never overwritten on disk. In the editor only <c>localScale</c> is previewed live (geometry is the only
/// visual part); the speed rescale happens on play. The skinned mesh collider scales correctly because
/// <see cref="SkinnedColliderBaker"/> divides the player scale back out of its bake.
/// The authored controller values ARE the scale-1 design values: they are captured as the base in Awake
/// and multiplied by Scale at runtime, so the serialized values are never overwritten on disk. In the
/// editor only <c>localScale</c> is previewed live; the speed rescale happens on play. The skinned mesh
/// collider scales correctly because <see cref="SkinnedColliderBaker"/> divides the player scale back
/// out of its bake.
/// </summary>
[DisallowMultipleComponent]
[RequireComponent(typeof(PlayerCharacterController))]