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

No files matched your search

+9 -18
View File
@@ -5,25 +5,16 @@ using Chameleon.Components;
/// <summary>
/// A frozen, painted "statue" of a hider at the exact spot / stance / painting it held the moment it was
/// CONVERTED into a hunter (Conversion mode only). <see cref="MatchManager"/> captures those on the
/// conversion and spawns one statue per converted hider at the start of the Resolution phase, so every
/// player sees where each hider was caught as a faithful representation (same skinned body, camo painting
/// and fur) - independent of the now-hunter avatar, which has long since moved on.
/// CONVERTED into a hunter (Conversion mode only); <see cref="MatchManager"/> captures those on the
/// conversion and spawns one statue per converted hider at Resolution start. Purely presentational (no
/// controller / collision / role) and a dedicated prefab, NOT a <see cref="NetworkPlayerSetup"/> avatar -
/// so it never pollutes the scoreboard, per-client visibility matrix or resolution X-ray reveal.
///
/// Purely presentational: no controller, no collision, no gameplay role. It is a dedicated prefab (NOT a
/// <see cref="NetworkPlayerSetup"/> avatar), so it never pollutes the scoreboard, per-client visibility
/// matrix or resolution X-ray reveal - those all key off NetworkPlayerSetup, which the statue lacks.
///
/// Server-owned. Three replicated ingredients rebuild it identically on every client:
/// <list type="bullet">
/// <item><b>Transform</b> - the server Instantiates it at the captured pos/rot; the (server-authoritative)
/// NetworkTransform replicates that.</item>
/// <item><b>Painting</b> - rides the existing <see cref="PlayerPaintSync"/> snapshot transfer; this object
/// drives the push explicitly (server loads the captured snapshot, then broadcasts it), and PlayerPaintSync
/// suppresses its own auto pull/publish for a statue receiver so the two never race.</item>
/// <item><b>Stance</b> - a single replicated pose index the pose controller reproduces (network-driven),
/// then freezes.</item>
/// </list>
/// Server-owned; three replicated ingredients rebuild it identically on every client: transform
/// (server-authoritative NetworkTransform), painting (rides the existing <see cref="PlayerPaintSync"/>
/// snapshot transfer, pushed explicitly by the server - PlayerPaintSync suppresses its own auto
/// pull/publish for a statue receiver so the two never race) and stance (a replicated pose index the
/// pose controller reproduces, then freezes).
/// </summary>
[DisallowMultipleComponent]
public class MatchStatue : NetworkBehaviour