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