From 7648846bd9a234b8977c78419d0861d42756f912 Mon Sep 17 00:00:00 2001 From: Mateus Elias Date: Fri, 1 Sep 2023 10:20:34 -0300 Subject: [PATCH] Add missing C# code in making plugins tutorial Co-authored-by: Raul Santos --- tutorials/plugins/editor/making_plugins.rst | 27 ++++++++++++++++++++- 1 file changed, 26 insertions(+), 1 deletion(-) diff --git a/tutorials/plugins/editor/making_plugins.rst b/tutorials/plugins/editor/making_plugins.rst index b516fabde0b..b3273c73f9a 100644 --- a/tutorials/plugins/editor/making_plugins.rst +++ b/tutorials/plugins/editor/making_plugins.rst @@ -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