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