Get rid of unnecessary mutable access in ui picking backend (#15630)
## Solution Yeet ## Testing Tested the `simple_picking` example
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				| @ -67,7 +67,7 @@ pub fn ui_picking( | ||||
|     primary_window: Query<Entity, With<PrimaryWindow>>, | ||||
|     ui_scale: Res<UiScale>, | ||||
|     ui_stack: Res<UiStack>, | ||||
|     mut node_query: Query<NodeQuery>, | ||||
|     node_query: Query<NodeQuery>, | ||||
|     mut output: EventWriter<PointerHits>, | ||||
| ) { | ||||
|     // For each camera, the pointer and its position
 | ||||
| @ -119,7 +119,7 @@ pub fn ui_picking( | ||||
|         // reverse the iterator to traverse the tree from closest nodes to furthest
 | ||||
|         .rev() | ||||
|     { | ||||
|         let Ok(node) = node_query.get_mut(*node_entity) else { | ||||
|         let Ok(node) = node_query.get(*node_entity) else { | ||||
|             continue; | ||||
|         }; | ||||
| 
 | ||||
| @ -183,11 +183,10 @@ pub fn ui_picking( | ||||
|     for ((camera, pointer), hovered_nodes) in hit_nodes.iter() { | ||||
|         // As soon as a node with a `Block` focus policy is detected, the iteration will stop on it
 | ||||
|         // because it "captures" the interaction.
 | ||||
|         let mut iter = node_query.iter_many_mut(hovered_nodes.iter()); | ||||
|         let mut picks = Vec::new(); | ||||
|         let mut depth = 0.0; | ||||
| 
 | ||||
|         while let Some(node) = iter.fetch_next() { | ||||
|         for node in node_query.iter_many(hovered_nodes) { | ||||
|             let Some(camera_entity) = node | ||||
|                 .target_camera | ||||
|                 .map(TargetCamera::entity) | ||||
|  | ||||
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