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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@@ -3,15 +3,9 @@ using UnityEngine.UI;
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using UnityEngine.EventSystems;
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/// <summary>
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/// Makes a UI panel draggable. Attach to the panel itself: it follows the pointer from any of the panel's
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/// non-interactive surface (title bar, padding, labels, background) but ignores presses that begin on a
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/// widget - a <see cref="Selectable"/> (toggle, slider, ...) or a <see cref="UiPointerSurface"/> (the
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/// colour-picker field) - so those keep their own click/drag behaviour. It keeps a slice of the panel on
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/// screen and raises it above its siblings while interacting.
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///
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/// Works under any canvas scale (it tracks the pointer in the drag area's local space and applies the
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/// movement delta) and under any anchor/pivot (the on-screen clamp is derived from the panel's real
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/// corners in its parent, not from a fixed top-left assumption).
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/// Makes a UI panel draggable from any non-interactive surface; presses that begin on a widget
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/// (<see cref="Selectable"/> or <see cref="UiPointerSurface"/>) keep their own click/drag behaviour.
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/// Keeps a slice of the panel on screen and raises it above siblings; canvas-scale/anchor/pivot-agnostic.
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/// </summary>
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[RequireComponent(typeof(RectTransform))]
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public class DraggablePanel : MonoBehaviour, IPointerDownHandler, IBeginDragHandler, IDragHandler, IEndDragHandler
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@@ -40,8 +34,6 @@ public class DraggablePanel : MonoBehaviour, IPointerDownHandler, IBeginDragHand
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public void OnPointerDown(PointerEventData eventData)
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{
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// Raise the panel when pressing its own surface. (A press that lands on a widget is consumed by
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// that widget's own handler and never reaches us, so this rarely needs the guard - but it is cheap.)
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if (!StartedOnWidget(eventData)) BringToFront();
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}
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