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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@@ -1,14 +1,9 @@
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using UnityEngine;
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/// <summary>
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/// A selectable player pose: an idle <see cref="AnimationClip"/> held while the player stands still,
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/// plus optional walk and run clips that the pose system plays itself (the Animator stays empty) while
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/// moving on the ground, its own CharacterController capsule dimensions (so a low pose like a ball can
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/// crawl under furniture the default standing capsule is too tall for), and a camera-target y-offset that
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/// frames the pose without moving the body.
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///
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/// Named PlayerPose (not Pose) to avoid shadowing the built-in UnityEngine.Pose struct, mirroring
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/// why the controller is PlayerCharacterController and not just "PlayerController".
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/// A selectable player pose: idle/walk/run/fall clips (played by the pose system itself; the Animator
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/// stays empty), per-pose CharacterController capsule dimensions, and camera-target y-offsets.
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/// Named PlayerPose (not Pose) to avoid shadowing the built-in UnityEngine.Pose struct.
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/// </summary>
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[CreateAssetMenu(fileName = "NewPose", menuName = "Chameleon/Pose")]
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public class PlayerPose : ScriptableObject
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