Trim comments and use implicit null checks for Unity objects

Reduce comments to non-obvious "why" notes and convert UnityEngine.Object
null checks to implicit bool (if (obj) / if (!obj)). Input System devices
(Mouse.current, Keyboard.current) and plain arrays keep explicit != null.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
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adminandClaude Opus 4.8 committed 2026-06-22 17:26:41 +02:00
1 parent 3da613e1a1
commit f758c96dc5
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@@ -1,29 +1,24 @@
/// <summary>
/// Base class for a high-level game mode (state) handled by
/// <see cref="GameModeManager"/>. A mode configures the relevant scene systems
/// when it becomes active (<see cref="Enter"/>), can clean up when it is left
/// (<see cref="Exit"/>) and may run per-frame logic in <see cref="Tick"/>.
///
/// Modes are plain C# classes (not MonoBehaviours). To add a new mode, derive
/// from this class and register an instance in GameModeManager.BuildModes().
/// Base class for a high-level game mode handled by <see cref="GameModeManager"/>.
/// Modes are plain C# classes (not MonoBehaviours); Enter/Exit/Tick are driven
/// manually by the manager. Derive from this and register an instance in
/// GameModeManager.BuildModes().
/// </summary>
public abstract class GameMode
{
/// <summary>The owning manager, providing access to the controlled systems.</summary>
protected GameModeManager Manager { get; private set; }
/// <summary>Human-readable name (shown in logs / debug UI).</summary>
/// <summary>Human-readable name (shown in logs).</summary>
public abstract string DisplayName { get; }
/// <summary>Wires the mode to its manager. Called once during registration.</summary>
internal void Bind(GameModeManager manager) => Manager = manager;
/// <summary>Called once when this mode becomes the active mode.</summary>
/// <summary>Called once when this mode becomes active.</summary>
public virtual void Enter() { }
/// <summary>Called once when this mode stops being the active mode.</summary>
/// <summary>Called once when this mode stops being active.</summary>
public virtual void Exit() { }
/// <summary>Called every frame while this mode is the active mode.</summary>
/// <summary>Called every frame while this mode is active.</summary>
public virtual void Tick() { }
}