|
@@ -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);
|
|
|
}
|