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

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