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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@@ -2,14 +2,10 @@ using System;
using System.IO;
using UnityEngine;
/// Shared JSON-backed store for the player-facing game settings, written human-readable
/// to <persistentDataPath>/Settings.json. Replaces the former per-value PlayerPrefs storage.
/// Loaded lazily on first access and cached in memory (reads are plain field access, so the
/// per-frame Multiplier reads from the camera controllers never touch the disk). Each change is
/// written immediately (settings edits are rare user actions), so a hard-killed build keeps them.
///
/// The typed domain facades (MouseSensitivity, MasterVolume) own the ranges/clamping and read/write
/// through here; this class stays domain-agnostic and only persists the raw values.
/// Shared JSON-backed store for player-facing game settings (<persistentDataPath>/Settings.json).
/// Loaded lazily and cached in memory, so per-frame reads never touch the disk; each change is
/// written immediately (settings edits are rare), so a hard-killed build keeps them. The typed
/// facades (MouseSensitivity, MasterVolume) own the ranges/clamping; this class only persists raw values.
public static class GameSettings
{
private const string FileName = "Settings.json";