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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@@ -1,6 +1,6 @@
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/// <summary>
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/// Mode 1: the player walks with WASD/Space and the camera orbits freely with
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/// the mouse (cursor locked/hidden). Mesh painting is disabled.
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/// Player walks with WASD/Space, the camera orbits freely with the mouse.
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/// Painting is disabled.
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/// </summary>
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public class PlayerControlMode : GameMode
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{
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@@ -8,13 +8,13 @@ public class PlayerControlMode : GameMode
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public override void Enter()
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{
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if (Manager.Player != null)
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if (Manager.Player)
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Manager.Player.ControlEnabled = true;
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if (Manager.CameraInput != null)
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if (Manager.CameraInput)
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Manager.CameraInput.LookMode = ThirdPersonOrbitInput.OrbitLookMode.AlwaysActive;
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if (Manager.Painter != null)
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if (Manager.Painter)
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Manager.Painter.PaintingEnabled = false;
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}
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}
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