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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@@ -5,25 +5,16 @@ using Chameleon.Components;
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/// <summary>
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/// A frozen, painted "statue" of a hider at the exact spot / stance / painting it held the moment it was
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/// CONVERTED into a hunter (Conversion mode only). <see cref="MatchManager"/> captures those on the
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/// conversion and spawns one statue per converted hider at the start of the Resolution phase, so every
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/// player sees where each hider was caught as a faithful representation (same skinned body, camo painting
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/// and fur) - independent of the now-hunter avatar, which has long since moved on.
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/// CONVERTED into a hunter (Conversion mode only); <see cref="MatchManager"/> captures those on the
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/// conversion and spawns one statue per converted hider at Resolution start. Purely presentational (no
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/// controller / collision / role) and a dedicated prefab, NOT a <see cref="NetworkPlayerSetup"/> avatar -
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/// so it never pollutes the scoreboard, per-client visibility matrix or resolution X-ray reveal.
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///
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/// Purely presentational: no controller, no collision, no gameplay role. It is a dedicated prefab (NOT a
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/// <see cref="NetworkPlayerSetup"/> avatar), so it never pollutes the scoreboard, per-client visibility
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/// matrix or resolution X-ray reveal - those all key off NetworkPlayerSetup, which the statue lacks.
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///
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/// Server-owned. Three replicated ingredients rebuild it identically on every client:
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/// <list type="bullet">
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/// <item><b>Transform</b> - the server Instantiates it at the captured pos/rot; the (server-authoritative)
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/// NetworkTransform replicates that.</item>
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/// <item><b>Painting</b> - rides the existing <see cref="PlayerPaintSync"/> snapshot transfer; this object
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/// drives the push explicitly (server loads the captured snapshot, then broadcasts it), and PlayerPaintSync
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/// suppresses its own auto pull/publish for a statue receiver so the two never race.</item>
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/// <item><b>Stance</b> - a single replicated pose index the pose controller reproduces (network-driven),
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/// then freezes.</item>
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/// </list>
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/// Server-owned; three replicated ingredients rebuild it identically on every client: transform
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/// (server-authoritative NetworkTransform), painting (rides the existing <see cref="PlayerPaintSync"/>
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/// snapshot transfer, pushed explicitly by the server - PlayerPaintSync suppresses its own auto
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/// pull/publish for a statue receiver so the two never race) and stance (a replicated pose index the
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/// pose controller reproduces, then freezes).
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/// </summary>
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[DisallowMultipleComponent]
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public class MatchStatue : NetworkBehaviour
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