Fix code sample for add_autoload_singleton in plugin

- Add documentation for issue https://github.com/godotengine/godot/issues/68285
This commit is contained in:
Hilderin
2024-09-19 19:54:47 -04:00
committed by Max Hilbrunner
parent ffff2e7afd
commit d8039bd436

View File

@@ -450,12 +450,12 @@ Use the following code to register a singleton from an editor plugin:
const AUTOLOAD_NAME = "SomeAutoload"
func _enter_tree():
func _enable_plugin():
# The autoload can be a scene or script file.
add_autoload_singleton(AUTOLOAD_NAME, "res://addons/my_addon/some_autoload.tscn")
func _exit_tree():
func _disable_plugin():
remove_autoload_singleton(AUTOLOAD_NAME)
.. code-tab:: csharp
@@ -469,13 +469,13 @@ Use the following code to register a singleton from an editor plugin:
// Replace this value with a PascalCase autoload name.
private const string AutoloadName = "SomeAutoload";
public override void _EnterTree()
public override void _EnablePlugin()
{
// The autoload can be a scene or script file.
AddAutoloadSingleton(AutoloadName, "res://addons/MyAddon/SomeAutoload.tscn");
}
public override void _ExitTree()
public override void _DisablePlugin()
{
RemoveAutoloadSingleton(AutoloadName);
}