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>
Introduce an extensible game mode system toggled with Tab:
- Player Control: WASD movement with always-on mouse camera orbit
- Paint: player frozen, left-click paints, right-click holds to orbit
Add GameMode base class, GameModeManager, and the two concrete modes.
Refactor controlled scripts to expose clean state flags instead of
handling input themselves: ThirdPersonOrbitInput.LookMode,
PlayerCharacterController.ControlEnabled, MeshPainter.PaintingEnabled.
Also fix camera zoom: remove the obsolete /120 wheel normalization so
one scroll notch maps to one zoomSpeed step under the new Input System.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
- Install Cinemachine 3.1.7 and set up an orbital third-person camera rig
(CinemachineBrain, OrbitalFollow, RotationComposer, Deoccluder).
- Add ThirdPersonOrbitInput: mouse-driven orbit and wheel zoom with a Tab
toggle that unlocks the cursor and pauses rotation.
- Fix MeshPainter so the paint ray skips the player's CharacterController
capsule (and any other collider) and always targets the mesh collider,
so painting works from every camera angle.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>