An experimental, status effects-as-entities system for Bevy.
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1```rust 2# use bevy::prelude::*; 3# use bevy_alchemy::*; 4# 5# #[derive(Component, Default, Clone)] 6# struct MyEffect; 7# 8# fn main() { 9# let mut world = World::new(); 10# let target = world.spawn_empty().id(); 11# let mut commands = world.commands(); 12commands.entity(target).with_effects(|effects| { 13 effects.spawn((Name::new("EffectA"), MyEffect)); 14 effects.spawn((Name::new("EffectB"), MyEffect)); 15}); 16# } 17```