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Fix code sample for add_autoload_singleton in plugin
- Add documentation for issue https://github.com/godotengine/godot/issues/68285
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@@ -450,12 +450,12 @@ Use the following code to register a singleton from an editor plugin:
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const AUTOLOAD_NAME = "SomeAutoload"
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func _enter_tree():
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func _enable_plugin():
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# The autoload can be a scene or script file.
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add_autoload_singleton(AUTOLOAD_NAME, "res://addons/my_addon/some_autoload.tscn")
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func _exit_tree():
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func _disable_plugin():
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remove_autoload_singleton(AUTOLOAD_NAME)
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.. code-tab:: csharp
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@@ -469,13 +469,13 @@ Use the following code to register a singleton from an editor plugin:
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// Replace this value with a PascalCase autoload name.
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private const string AutoloadName = "SomeAutoload";
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public override void _EnterTree()
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public override void _EnablePlugin()
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{
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// The autoload can be a scene or script file.
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AddAutoloadSingleton(AutoloadName, "res://addons/MyAddon/SomeAutoload.tscn");
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}
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public override void _ExitTree()
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public override void _DisablePlugin()
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{
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RemoveAutoloadSingleton(AutoloadName);
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}
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