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>
31 lines
1.0 KiB
C#
31 lines
1.0 KiB
C#
/// <summary>
|
|
/// Free-fly camera mode. The player is frozen and painting is off while a dedicated freecam
|
|
/// (<see cref="FreeCamController"/> + its own CinemachineCamera) flies through the map, colliding
|
|
/// with world geometry. Orbit camera input is disabled so it doesn't fight for the cursor.
|
|
/// </summary>
|
|
public class FreeCamMode : GameMode
|
|
{
|
|
public override string DisplayName => "Free Cam";
|
|
|
|
public override void Enter()
|
|
{
|
|
// Keep the player component alive (gravity/grounding) but reject input, like Paint mode.
|
|
SetPlayerControl(false);
|
|
SetPainting(false);
|
|
SetOrbitInputEnabled(false);
|
|
|
|
if (Manager.FreeCam)
|
|
Manager.FreeCam.SetActive(true);
|
|
}
|
|
|
|
public override void Exit()
|
|
{
|
|
// Modes are Enter-only, so freecam must undo its own camera takeover here; the next mode's
|
|
// Enter restores the player/painter/look-mode state.
|
|
if (Manager.FreeCam)
|
|
Manager.FreeCam.SetActive(false);
|
|
|
|
SetOrbitInputEnabled(true);
|
|
}
|
|
}
|