pub fn player_state_transition(
entities: Res<'_, Entities>,
player_inputs: Res<'_, MatchInputs>,
player_indexes: Comp<'_, PlayerIdx>,
player_states: CompMut<'_, PlayerState>,
assets: Res<'_, AssetServer>,
bodies: CompMut<'_, KinematicBody>,
transforms: CompMut<'_, Transform>,
)