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