Remove unnecessary ResMut in examples (#10879)

# Objective

- Examples containing `ResMut`s that are never mutated can be confusing
for readers.

## Solution

- Changes them to `Res`.
This commit is contained in:
akimakinai 2023-12-06 00:42:32 +09:00 committed by GitHub
parent 9da65b10b4
commit f90248b052
No known key found for this signature in database
GPG Key ID: 4AEE18F83AFDEB23
4 changed files with 4 additions and 4 deletions

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@ -30,7 +30,7 @@ fn load_textures(mut commands: Commands, asset_server: Res<AssetServer>) {
fn check_textures( fn check_textures(
mut next_state: ResMut<NextState<AppState>>, mut next_state: ResMut<NextState<AppState>>,
rpg_sprite_folder: ResMut<RpgSpriteFolder>, rpg_sprite_folder: Res<RpgSpriteFolder>,
mut events: EventReader<AssetEvent<LoadedFolder>>, mut events: EventReader<AssetEvent<LoadedFolder>>,
) { ) {
// Advance the `AppState` once all sprite handles have been loaded by the `AssetServer` // Advance the `AppState` once all sprite handles have been loaded by the `AssetServer`

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@ -21,7 +21,7 @@ fn main() {
fn setup( fn setup(
mut commands: Commands, mut commands: Commands,
asset_server: ResMut<AssetServer>, asset_server: Res<AssetServer>,
mut materials: ResMut<Assets<StandardMaterial>>, mut materials: ResMut<Assets<StandardMaterial>>,
mut meshes: ResMut<Assets<Mesh>>, mut meshes: ResMut<Assets<Mesh>>,
) { ) {

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@ -74,7 +74,7 @@ fn setup(mut state: ResMut<State>, asset_server: Res<AssetServer>) {
state.handle = asset_server.load("data/asset.custom"); state.handle = asset_server.load("data/asset.custom");
} }
fn print_on_load(mut state: ResMut<State>, custom_assets: ResMut<Assets<CustomAsset>>) { fn print_on_load(mut state: ResMut<State>, custom_assets: Res<Assets<CustomAsset>>) {
let custom_asset = custom_assets.get(&state.handle); let custom_asset = custom_assets.get(&state.handle);
if state.printed || custom_asset.is_none() { if state.printed || custom_asset.is_none() {
return; return;

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@ -24,7 +24,7 @@ fn main() {
.run(); .run();
} }
fn setup(mut commands: Commands, asset_server: ResMut<AssetServer>) { fn setup(mut commands: Commands, asset_server: Res<AssetServer>) {
commands.spawn(Camera2dBundle::default()); commands.spawn(Camera2dBundle::default());
let text_style = TextStyle { let text_style = TextStyle {