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