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