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@@ -153,10 +153,14 @@ custom behavior.
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.. warning::
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- Nodes added via an EditorPlugin are "CustomType" nodes. While they work
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+ Nodes added via an EditorPlugin's :ref:`add_custom_type() <class_EditorPlugin_method_add_custom_type>`
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+ function are "custom type" nodes. While they work
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with any scripting language, they have fewer features than
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:ref:`the Script Class system <doc_gdscript_basics_class_name>`. If you
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- are writing GDScript or NativeScript, we recommend using Script Classes instead.
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+ are using GDScript or GDExtension, we recommend using Script Classes instead.
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+
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+ Custom types are still the recommended approach for C#, as it does not support
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+ Script Classes.
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To create a new node type, you can use the function
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:ref:`add_custom_type() <class_EditorPlugin_method_add_custom_type>` from the
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@@ -231,12 +235,19 @@ dialog. For that, change the ``custom_node.gd`` script to the following:
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func _enter_tree():
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# Initialization of the plugin goes here.
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# Add the new type with a name, a parent type, a script and an icon.
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+ #
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+ # NOTE: If `my_button.gd` uses `class_name MyButton`, do not call `add_custom_type()`
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+ # and leave this function empty instead with `pass`.
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+ # Script Classes and custom types will conflict if the same name is used for both.
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add_custom_type("MyButton", "Button", preload("my_button.gd"), preload("icon.png"))
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func _exit_tree():
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# Clean-up of the plugin goes here.
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# Always remember to remove it from the engine when deactivated.
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+ #
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+ # NOTE: This should not be called if Script Classes are used instead.
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+ # In this case, leave this function empty with `pass`.
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remove_custom_type("MyButton")
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.. code-tab:: csharp
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