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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@@ -6,19 +6,16 @@ using UnityEngine;
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/// AUTHORITY's avatar stands inside it, it asks the <see cref="MatchManager"/> to start the match.
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///
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/// Detection POLLS a server-side physics overlap every frame instead of relying on OnTriggerEnter.
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/// Why: the authority can be a REMOTE client (a dedicated server with no host player hands authority to
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/// the first client). On the server that client's avatar is a NetworkTransform-driven replica - its
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/// CharacterController is disabled (<see cref="NetworkPlayerSetup"/>) and it carries no Rigidbody, so it
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/// is moved by direct transform writes. Unity only sends OnTriggerEnter when one of the two colliders has
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/// a Rigidbody (or is a CharacterController moving via Move()); a transform-moved non-Rigidbody collider
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/// against a static trigger fires nothing. That is exactly why a host's own (Move()-driven) avatar tripped
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/// the trigger but a remote authority never did. An explicit overlap query finds the avatar's (baked)
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/// collider regardless of HOW it is moved, so start works for a host and a dedicated server alike.
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/// Why: the authority can be a REMOTE client, whose server-side avatar is a NetworkTransform-driven
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/// replica - CharacterController disabled (<see cref="NetworkPlayerSetup"/>), no Rigidbody, moved by
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/// direct transform writes. Unity only sends OnTriggerEnter when one of the two colliders has a
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/// Rigidbody (or is a CharacterController moving via Move()), so a host's own (Move()-driven) avatar
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/// tripped the trigger but a remote authority never did. An explicit overlap query finds the avatar's
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/// (baked) collider regardless of HOW it is moved.
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///
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/// Server-gated: pure clients query nothing. Only the authority avatar starts the match; a passing
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/// non-authority avatar is ignored. Runs only while in the lobby phase and stops once it has started a
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/// match. The trigger lives in the additively-loaded Lobby and is destroyed when the lobby unloads, so a
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/// re-match (back in the lobby) gets a fresh instance with its guard reset.
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/// Server-gated: pure clients query nothing. Only the authority avatar starts the match, only during
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/// the lobby phase, once. The trigger lives in the additively-loaded Lobby and is destroyed when the
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/// lobby unloads, so a re-match gets a fresh instance with its guard reset.
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/// </summary>
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[RequireComponent(typeof(Collider))]
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[DisallowMultipleComponent]
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