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