An experimental, status effects-as-entities system for Bevy.
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```