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>
This commit is contained in:
adminandClaude Opus 4.8 committed 2026-06-22 17:26:41 +02:00
1 parent 3da613e1a1
commit f758c96dc5
8 files changed
+220 -427

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+5 -6
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@@ -1,7 +1,6 @@
/// <summary>
/// Mode 2: the player stands still and the mesh is painted with the left mouse
/// button. The camera orbits only while the right mouse button is held, so
/// dragging with the left button paints instead of rotating the view.
/// Player stands still, the mesh is painted with the left mouse button. The
/// camera orbits only while the right mouse button is held.
/// </summary>
public class PaintMode : GameMode
{
@@ -9,13 +8,13 @@ public class PaintMode : GameMode
public override void Enter()
{
if (Manager.Player != null)
if (Manager.Player)
Manager.Player.ControlEnabled = false;
if (Manager.CameraInput != null)
if (Manager.CameraInput)
Manager.CameraInput.LookMode = ThirdPersonOrbitInput.OrbitLookMode.HoldRightMouseButton;
if (Manager.Painter != null)
if (Manager.Painter)
Manager.Painter.PaintingEnabled = true;
}
}