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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@@ -2,12 +2,10 @@ using Unity.Netcode;
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using UnityEngine;
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/// <summary>
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/// Per-avatar glue for a mid-match SPECTATOR. The spectator object is deliberately empty - no body, no
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/// renderer, no collider, no controller - because the free-fly camera is a separate, persistent scene
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/// object (in Main) that drives its own rig off Camera.main and needs nothing from this avatar. So the
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/// spectator only has to exist as the owner's player object and flip the local mode set to free-cam-only.
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/// The owner does that here; remote peers do nothing (there is no body to show or simulate). When the
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/// host ends the match, MatchManager respawns this client as a neutral lobby Player.
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/// Per-avatar glue for a mid-match SPECTATOR. The spectator object is deliberately empty (no body,
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/// renderer, collider or controller) - the free-fly camera is a separate, persistent scene object in
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/// Main, so this only has to exist as the owner's player object and flip the local mode set to
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/// free-cam-only; remote peers do nothing. MatchManager respawns it as a lobby Player at match end.
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/// </summary>
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[DisallowMultipleComponent]
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public class SpectatorSetup : NetworkBehaviour
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