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