gloot
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Localization key not work when create an item
Not exactly an error, but I had to add this to the code so that the translation works correctly and does not show the key instead translation.
func add_item(item: InventoryItem) -> bool:
if !can_add_item(item):
return false
if item.get_parent():
item.get_parent().remove_child(item)
add_child(item)
##############################
item.set_property("name", tr(item.get_property("name")))
##############################
if Engine.is_editor_hint():
item.owner = get_tree().edited_scene_root
return true
func create_and_add_item(prototype_id: String) -> InventoryItem:
var item: InventoryItem = InventoryItem.new()
item.protoset = item_protoset
item.prototype_id = prototype_id
##############################
item.set_property("name", tr(item.get_property("name")))
##############################
if add_item(item):
return item
else:
item.free()
return null
Yeah, would be nice to have support for localization, though I haven't really done any work on that yet.
I'm also not sure if I will be able to include it in the following releases... My plans are to get version 2.x into a stable state (without adding any ambitious new features), and then focus on version 3 which should include all the features I was postponing in favor of stability.