Open TheLeonsver1 opened 3 years ago
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.
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 https://github.com/bevyengine/bevy/pull/2292 I thinkWhat would your thoughts about such a feature be?
Thanks again for the crate!