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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@@ -107,7 +107,7 @@ public class GameModeManager : MonoBehaviour
if (!freeCam) freeCam = FindFirstObjectByType<FreeCamController>(FindObjectsInactive.Include);
if (!firstPerson) firstPerson = FindFirstObjectByType<FirstPersonController>(FindObjectsInactive.Include);
BuildModes();
BuildModes(null);
}
private void Start()
@@ -125,8 +125,6 @@ public class GameModeManager : MonoBehaviour
/// <summary>Registers the modes for the current context. Without a role (no networked avatar yet,
/// or a non-networked scene) the full set is built from whichever rigs are present. With a role the
/// set is scoped to that side and ordered so index 0 is its intended start mode. Add new modes here.</summary>
private void BuildModes() => BuildModes(null);
private void BuildModes(PlayerRole? role)
{
_modes.Clear();
@@ -480,7 +478,7 @@ public class GameModeManager : MonoBehaviour
for (int i = 0; i < avatars.Count; i++)
{
var avatar = avatars[i];
if (!avatar || avatar.IsOwner) continue; // skip the local player's own avatar
if (!avatar || avatar.IsOwner) continue;
var col = avatar.BodyCollider;
if (col && col.enabled) Physics.IgnoreCollision(capsule, col, ignore);
}