You signed in with another tab or window. Reload to refresh your session.You signed out in another tab or window. Reload to refresh your session.You switched accounts on another tab or window. Reload to refresh your session.Dismiss alert
There are games like subnautica, and escape from tarkov, that have items that take up multiple slots worth of space. I was unaware of this potential configuration when making this.
This is not a feature that is planned, this is just something the crate does not support right now but could in the future.
I don't think there are any good ways of adding this in without making some breaking changes.
The best way I can think of for doing this is splitting the library up into containers, each with a generic implementation for a different type of inventory system. Doing it like this would just mean importing stuff from standard or spatial or whatever other generic inventory ends up being created, like so:
use game_inventory::spatial::*;// or...use game_inventory::standard::*;
The text was updated successfully, but these errors were encountered:
I should add this to the restrictions section of the docs, although going through the trouble of publishing a new version to update the docs seems like a bad idea.
There are games like subnautica, and escape from tarkov, that have items that take up multiple slots worth of space. I was unaware of this potential configuration when making this.
This is not a feature that is planned, this is just something the crate does not support right now but could in the future.
I don't think there are any good ways of adding this in without making some breaking changes.
The best way I can think of for doing this is splitting the library up into containers, each with a generic implementation for a different type of inventory system. Doing it like this would just mean importing stuff from
standard
orspatial
or whatever other generic inventory ends up being created, like so:The text was updated successfully, but these errors were encountered: