There is no absolute truth, especially on programming, so here we are in the “habit room” and in situations where the reason is just make it clear the intention, then I’m not refactoring a self explicatory code, especially if single lined and I’m not going to reuse it (but in this specific scenario we may even reuse it, this is why I talked about having an Extension method on Component class).
The problem with porting the code as if it was a description of something, can cause trouble when you start working with more complex classes because that way we are adding verbosity to obvious concepts and you can end up with methods that calls lot of simplier methods, that call other simplier methods, etc…
This kind of programming is what has been teached by Martin Fowler or Uncle Bob in “Extract Till You Drop” and as every kind of programming habit this has pro and cons and of course a war against who support and who boooos it so I don’t want to start a war here but just having a talk
Without forgetting that commenting code is something to pursue when something isn’t obvious.
but I would never teach someone premature optimization over code legibility
I agree on this, but I’m not talking about hard optimization, anyway consider that games relies on performance, specially on mobile devices (of course this doesn’t matter on simple games)
As a last line I want to say I’m not against having method that explain what they are doing (I do it a lot myself) but there is a need of balance (enough more than enough).
It could be useful during a learning process like following a course tho.
My 2 cents