fn hydrate(
entities: ResMutInit<'_, Entities>,
hydrated: CompMut<'_, MapElementHydrated>,
dehrydate_bounds: CompMut<'_, DehydrateOutOfBounds>,
element_handles: CompMut<'_, ElementHandle>,
assets: Res<'_, AssetServer>,
urchins: CompMut<'_, Urchin>,
sprites: CompMut<'_, Sprite>,
bodies: CompMut<'_, KinematicBody>,
transforms: CompMut<'_, Transform>,
spawner_manager: SpawnerManager<'_>,
)