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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@@ -3,16 +3,15 @@ using UnityEngine;
/// <summary>
/// Sole owner of the animated character's collider bake: keeps a non-convex MeshCollider in sync with
/// the SkinnedMeshRenderer's current pose every frame, independent of any paint/game mode. MeshPainter's
/// own per-frame bake sits behind its PaintingEnabled gate, so the collider would otherwise freeze in
/// player-control / insect mode. When this component is present MeshPainter delegates to it (it stops
/// baking and only borrows <see cref="BakedMesh"/> for its GPU raster path), so the deformed-pose
/// collider stays fresh for everyone - paint raycasts, physics, future seeker / line-of-sight queries.
/// the SkinnedMeshRenderer's current pose every frame, independent of any paint/game mode (MeshPainter's
/// own bake sits behind its PaintingEnabled gate, so the collider would otherwise freeze in
/// player-control / insect mode). When present, MeshPainter delegates to it and only borrows
/// <see cref="BakedMesh"/> for its GPU raster path.
///
/// Bakes in the renderer's LOCAL space (BakeMesh, scale = 1) - the same convention MeshPainter and
/// ConcealmentMeter use (world = transform.localToWorldMatrix). Runs at a negative execution order so
/// the collider is fresh before MeshPainter (and other consumers) read it in the same frame. Owns the
/// baked Mesh (creates + destroys it); MeshPainter never destroys a borrowed mesh.
/// the collider is fresh before consumers read it in the same frame. Owns the baked Mesh (creates +
/// destroys it); MeshPainter never destroys a borrowed mesh.
/// </summary>
[DisallowMultipleComponent]
[DefaultExecutionOrder(-50)]
@@ -66,13 +65,12 @@ public class SkinnedColliderBaker : MonoBehaviour
_skinned.BakeMesh(_baked);
// BakeMesh freezes the bone deformation — which already carries this transform's world scale —
// into the mesh. The MeshCollider below then applies the same lossyScale a SECOND time, so a
// scaled player (see PlayerScaler) would get a collider half/double the size of the visible
// mesh. Divide the scale back out so the baked mesh is true scale-1 local geometry (the contract
// this class already documents): the MeshCollider re-applies it exactly once (matching the
// renderer), and MeshPainter / ConcealmentMeter — which raise the baked mesh to world via
// localToWorldMatrix — stay correct at any player scale. No-op (and untouched) at scale 1; the
// uniform divide is rotation-independent, which the player's uniform scale guarantees.
// into the mesh, and the MeshCollider below applies the same lossyScale a SECOND time, so a
// scaled player (see PlayerScaler) would get a collider half/double the visible mesh. Divide the
// scale back out so the baked mesh is true scale-1 local geometry: the MeshCollider re-applies it
// exactly once, and MeshPainter / ConcealmentMeter (world via localToWorldMatrix) stay correct at
// any player scale. No-op at scale 1; the uniform divide is rotation-independent, which the
// player's uniform scale guarantees.
GeometryUtil.RescaleToUnitScale(_baked, transform.lossyScale, _vbuf);
_collider.sharedMesh = null; // force a physics re-cook of the new geometry