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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@@ -3,15 +3,14 @@ using UnityEngine;
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/// <summary>
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/// Sits on the "Radar" overlay object (a disc rendered by the Radar Camera in front of the main camera).
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/// Spawns "Target" blips - clones of the child "Target Template" - each of which continuously points from
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/// the reference camera toward a world-space transform (visualising the bearing camera -> target) and then
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/// destroys itself after a given lifetime. See <see cref="RadarTarget"/> for the per-blip behaviour.
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/// Spawns "Target" blips - clones of the child "Target Template" - each pointing from the reference
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/// camera toward a world-space transform until its lifetime elapses (see <see cref="RadarTarget"/>).
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///
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/// The whole radar overlay is only shown while it is useful: at least one live target, first-person is active,
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/// AND the match is in its Seek phase. Instead of snapping on/off it fades: a shared 0..1 factor (<see cref="CurrentFade"/>)
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/// drives the alpha of every (transparent) radar renderer - the disc here, the blip points in <see cref="RadarTarget"/> -
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/// and scales the disc from <see cref="hiddenScale"/> up to 1. Fade-in and fade-out speeds are independent. The overlay
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/// camera is switched off only once fully faded out, so hidden blips keep counting down their lifetime meanwhile.
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/// Shown only while useful: at least one live target, first-person active, AND the match in its Seek
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/// phase. Instead of snapping on/off it fades: a shared 0..1 factor (<see cref="CurrentFade"/>) drives
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/// the alpha of every radar renderer - the disc here, the blip points in RadarTarget - and scales the
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/// disc from <see cref="hiddenScale"/> up to 1. The overlay camera is switched off only once fully faded
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/// out, so hidden blips keep counting down their lifetime meanwhile.
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/// </summary>
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[DisallowMultipleComponent]
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public sealed class Radar : MonoBehaviour
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