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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@@ -2,15 +2,12 @@ using TMPro;
using UnityEngine;
/// <summary>
/// On-screen match HUD binder: drives the authored <c>MatchHudCanvas</c> widgets from live match state -
/// the current sub-phase + countdown (top centre) and a hunter crosshair during the seek phase. The visual
/// layout lives in the scene; this component creates nothing at runtime, it only binds. Attach it to the
/// MatchHudCanvas and wire the references in the Inspector.
///
/// Passive overlay: the authored canvas has no <see cref="UnityEngine.UI.GraphicRaycaster"/> and every graphic
/// is raycastTarget=false, so it never consumes pointer events, and its sortingOrder (90) sits below PaintHud's
/// (100) so tool panels always win. There is no change event for the phase/timer, so the values are polled once
/// per frame; the visible strings are only rebuilt when the displayed second / phase actually changes.
/// Binds the authored <c>MatchHudCanvas</c> widgets to live match state (sub-phase + countdowns, role
/// counts, hunter crosshair); creates nothing at runtime. Passive overlay: the canvas has no
/// <see cref="UnityEngine.UI.GraphicRaycaster"/> and every graphic is raycastTarget=false, and its
/// sortingOrder (90) sits below PaintHud's (100) so tool panels always win. There is no change event for
/// the phase/timer, so values are polled per frame; the visible strings are only rebuilt when the
/// displayed second / phase actually changes.
/// </summary>
[DisallowMultipleComponent]
public class MatchHud : MonoBehaviour