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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@@ -2,19 +2,11 @@ using Unity.Netcode;
using UnityEngine;
/// <summary>
/// Replicates the visual body state that the disabled-on-remote controller / pose system would
/// otherwise drive: the owner publishes its selected pose index, resolved locomotion category
/// (idle / walk / run / fall) AND the wall-lean / ground-raise / ceiling mesh offset, so a remote
/// avatar shows the same pose, walk/run/fall animation and leans into walls / raises off the ground
/// like the owner — not just a sliding, upright idle.
///
/// Body position/rotation come from the NetworkTransform; this only carries the small extra state on
/// top. Pose index and locomotion change rarely (a pose cycle, a locomotion transition), so those
/// NetworkVariables send a delta only when the value actually changes. The mesh offset is the visual
/// model's child-local position (<see cref="PlayerCharacterController.MeshOffsetTarget"/>) — a tiny
/// vector the owner eases continuously; the remote eases onto the replicated value so it doesn't
/// tick-step (the body itself is already interpolated by the NetworkTransform).
///
/// Replicates the visual body state the disabled-on-remote controller / pose system would otherwise
/// drive: the owner publishes its pose index, resolved locomotion category and the wall-lean /
/// ground-raise mesh offset (<see cref="PlayerCharacterController.MeshOffsetTarget"/>), so a remote
/// avatar animates like the owner instead of sliding in an upright idle. Body position/rotation come
/// from the NetworkTransform; the remote eases onto the replicated mesh offset so it doesn't tick-step.
/// Runs after the PlayerPoseController (execution order 100) so the owner reads this frame's resolved
/// state; remote avatars apply via OnValueChanged / per-frame easing, independent of frame order.
/// </summary>