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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@@ -5,14 +5,10 @@ using UnityEngine;
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using UnityEngine.UI;
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/// <summary>
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/// Binder for the "Paintings" library panel. The panel's visual layout (Panel_Paintings, the scrollable
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/// list, an entry template, and the Save / Confirm dialogs) is authored inside the PaintHudPanel layout
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/// prefab - this code only finds those objects by their stable names and wires the behaviour, exactly like
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/// <see cref="WirePanel"/> does for the brush widgets. The list is populated by cloning the authored
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/// Lib_EntryTemplate per saved slot. Save opens a name dialog (an existing name is overwritten, with a
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/// warning shown while typing); Load applies the selected slot immediately; Delete goes through a
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/// confirmation dialog. Loading replaces the current painting and, when networked, re-broadcasts the
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/// loaded state to every other peer.
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/// Binder for the "Paintings" library panel, authored in the PaintHudPanel layout prefab and wired here
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/// by stable names (like <see cref="WirePanel"/> for the brush widgets). The list clones Lib_EntryTemplate
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/// per saved slot; Save overwrites by name (warned while typing), Load applies immediately (re-broadcast
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/// to peers when networked), Delete confirms.
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/// </summary>
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public partial class PaintHud
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{
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