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
@@ -1,17 +1,16 @@
using UnityEngine;
/// <summary>
/// A single radar blip spawned by <see cref="Radar"/>. Each frame it orients itself so its forward (+Z, where
/// the "Point" marker sits) faces the direction from the reference camera to a world-space target, visualising
/// the bearing camera -> target. Tracks continuously (the camera turns / the target moves) and self-destructs
/// once its lifetime elapses - or earlier if its target is destroyed. The point's base colour and size encode
/// the two things the flat radar disc can't show via position alone: <see cref="forwardGradient"/> tints it by
/// how far the target sits ahead of / behind the camera, and its scale shrinks with camera -> target distance.
/// A single radar blip spawned by <see cref="Radar"/>. Each frame it orients its forward (+Z, where the
/// "Point" marker sits) along the bearing reference camera -> world target, and self-destructs once its
/// lifetime elapses - or earlier if the target is destroyed. The point encodes the two things the flat
/// disc can't show via position alone: <see cref="forwardGradient"/> tints it by how far the target sits
/// ahead of / behind the camera, and its scale shrinks with camera -> target distance.
///
/// On top of the radar-wide fade, each blip fades in when it spawns and fades out at the end of its life (or when
/// its world target vanishes) via its own <see cref="_fade"/> factor, so blips appear/disappear smoothly instead
/// of popping. Fade-in and fade-out speeds are independent; the factor persists across <see cref="Refresh"/> so a
/// refreshed blip is pulled back to full opacity rather than flickering to zero first.
/// On top of the radar-wide fade, each blip ramps its own <see cref="_fade"/> in on spawn and out at end
/// of life (or when its world target vanishes), so blips never pop. The factor persists across
/// <see cref="Refresh"/> so a refreshed blip is pulled back to full opacity rather than flickering to
/// zero first.
/// </summary>
[DisallowMultipleComponent]
public sealed class RadarTarget : MonoBehaviour