use crate::world::World; pub fn state_machine_system(world: &mut World, delta: f32) { for entity in world.state_machines.all() { if let Some(mut state_machine) = world.state_machines.components.remove(&entity) { state_machine.update(world, entity, delta); world .state_machines .components .insert(entity, state_machine); } } } pub fn state_machine_physics_system(world: &mut World, delta: f32) { for entity in world.state_machines.all() { if let Some(mut state_machine) = world.state_machines.components.remove(&entity) { state_machine.physics_update(world, entity, delta); world .state_machines .components .insert(entity, state_machine); } } }