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So my game's structure might be something like this:
assets
mods
[mod_name]
data
events
localization
scripts
[mod_name]
data
events
localization
scripts
And since it might be hard to use std::fs to scan folders on some platforms, I'd very much like it, if FluentServer could get a load_folder() function that would receive a language identifier (for example en-US) and when I'll give it the path mods it will load all localization files that are inside my mods folder and are related to the en-US localization, something like bevy's AssetServer with its recursive load_folder().
I think it would require bevy_fluent's .ron files to have an extension other than .ron. It might not be needed in a bevy 0.5 version if it'll happen, but it would be better in a 0.6 version probably because of this bevyengine/bevy#2292 I think
What would your thoughts about such a feature be?
Thanks again for the crate!
The text was updated successfully, but these errors were encountered:
Initially, I had plans to support this functionality (see implicit section).
But then I gave it up because I couldn't find a good reason why I needed it.
However, dynamically loadable modules/plugins are where this functionality are needed.
But in the implementation, I ran into a number of difficulties.
According to preliminary estimates, I think it will be implemented in one form or another.
I am phrasing my thoughts more precisely after the weekend.
yeah, don't worry about it :) I don't mean to pressure you, I'm currently thinking about pausing my moddable-game project anyway, so this issue is more of a question if it might ever be added haha. It could definitely wait for after 0.6 since it might be easier to do then hopefully.
kgv
linked a pull request
Nov 12, 2023
that will
close
this issue
So my game's structure might be something like this:
And since it might be hard to use
std::fs
to scan folders on some platforms, I'd very much like it, ifFluentServer
could get aload_folder()
function that would receive a language identifier (for exampleen-US
) and when I'll give it the pathmods
it will load all localization files that are inside my mods folder and are related to the en-US localization, something like bevy'sAssetServer
with its recursiveload_folder()
.I think it would require
bevy_fluent
's.ron
files to have an extension other than.ron
. It might not be needed in a bevy 0.5 version if it'll happen, but it would be better in a 0.6 version probably because of this bevyengine/bevy#2292 I thinkWhat would your thoughts about such a feature be?
Thanks again for the crate!
The text was updated successfully, but these errors were encountered: