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!
So my game's structure might be something like this:
And since it might be hard to use
std::fsto scan folders on some platforms, I'd very much like it, ifFluentServercould get aload_folder()function that would receive a language identifier (for exampleen-US) and when I'll give it the pathmodsit will load all localization files that are inside my mods folder and are related to the en-US localization, something like bevy'sAssetServerwith its recursiveload_folder().I think it would require
bevy_fluent's.ronfiles 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!