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 -8
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@@ -2,10 +2,9 @@ using UnityEngine;
using Unity.Netcode;
/// <summary>
/// First-person mode. The player keeps walking (WASD, camera-relative) but the camera moves to the
/// player's eye (the CameraTarget) with free mouse-look, and the player's mesh is hidden so the body
/// isn't seen from the inside. The orbit camera input is disabled while here so it doesn't fight for
/// the cursor; the <see cref="FirstPersonController"/> drives its own dedicated CinemachineCamera.
/// First-person mode. The player keeps walking, but the camera moves to the eye (CameraTarget) with
/// free mouse-look and the player's mesh is hidden. Orbit camera input is disabled so it doesn't fight
/// for the cursor; the <see cref="FirstPersonController"/> drives its own dedicated CinemachineCamera.
/// </summary>
public class FirstPersonMode : GameMode
{
@@ -13,7 +12,6 @@ public class FirstPersonMode : GameMode
public override void Enter()
{
// Player stays fully controllable; only the view changes.
SetPlayerControl(true);
SetPainting(false);
SetOrbitInputEnabled(false);
@@ -113,16 +111,16 @@ public class FirstPersonMode : GameMode
for (int i = 0; i < count; i++)
{
var netObj = _hits[i].collider.GetComponentInParent<NetworkObject>();
if (netObj && self && netObj == self) continue; // skip own body
if (netObj && self && netObj == self) continue;
end = _hits[i].point; // first non-self solid hit stops the beam here (wall or avatar)
end = _hits[i].point;
if (netObj && netObj.IsPlayerObject)
{
var setup = netObj.GetComponent<NetworkPlayerSetup>();
if (setup && setup.Role == PlayerRole.Hider && !setup.IsFound)
match.ReportHit(netObj.OwnerClientId);
}
break; // the first non-self hit decides the shot
break;
}
}