Add missing C# code in making plugins tutorial

Co-authored-by: Raul Santos <raulsntos@gmail.com>
This commit is contained in:
Mateus Elias
2023-09-01 10:20:34 -03:00
parent 010d41e759
commit 7648846bd9

View File

@@ -432,7 +432,8 @@ an autoload.
Use the following code to register a singleton from an editor plugin:
::
.. tabs::
.. code-tab:: gdscript GDScript
@tool
extends EditorPlugin
@@ -448,3 +449,27 @@ Use the following code to register a singleton from an editor plugin:
func _exit_tree():
remove_autoload_singleton(AUTOLOAD_NAME)
.. code-tab:: csharp
#if TOOLS
using Godot;
[Tool]
public partial class MyEditorPlugin : EditorPlugin
{
// Replace this value with a PascalCase autoload name.
private const string AutoloadName = "SomeAutoload";
public override void _EnterTree()
{
// The autoload can be a scene or script file.
AddAutoloadSingleton(AutoloadName, "res://addons/MyAddon/SomeAutoload.tscn");
}
public override void _ExitTree()
{
RemoveAutoloadSingleton(AutoloadName);
}
}
#endif