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Merge pull request godotengine#7874 from mateuseap/fix/making_plugins
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tutorials/plugins/editor/making_plugins.rst

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@@ -58,7 +58,7 @@ To continue with the example, use the following values:
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.. code-tab:: ini C#
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Plugin Name: My Custom Node
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Subfolder: my_custom_node
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Subfolder: MyCustomNode
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Description: A custom node made to extend the Godot Engine.
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Author: Your Name Here
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Version: 1.0.0
@@ -246,8 +246,8 @@ dialog. For that, change the ``custom_node.gd`` script to the following:
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{
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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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var script = GD.Load<Script>("res://addons/my_custom_node/MyButton.cs");
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var texture = GD.Load<Texture2D>("res://addons/my_custom_node/icon.png");
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var script = GD.Load<Script>("res://addons/MyCustomNode/MyButton.cs");
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var texture = GD.Load<Texture2D>("res://addons/MyCustomNode/Icon.png");
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AddCustomType("MyButton", "Button", script, texture);
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}
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@@ -367,21 +367,21 @@ The script could look like this:
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[Tool]
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public partial class CustomDock : EditorPlugin
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{
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Control dock;
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private Control _dock;
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public override void _EnterTree()
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{
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dock = (Control)GD.Load<PackedScene>("addons/my_custom_dock/my_dock.tscn").Instantiate();
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AddControlToDock(DockSlot.LeftUl, dock);
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_dock = GD.Load<PackedScene>("res://addons/MyCustomDock/MyDock.tscn").Instantiate<Control>();
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AddControlToDock(DockSlot.LeftUl, _dock);
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}
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public override void _ExitTree()
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{
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// Clean-up of the plugin goes here.
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// Remove the dock.
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RemoveControlFromDocks(dock);
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RemoveControlFromDocks(_dock);
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// Erase the control from the memory.
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dock.Free();
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_dock.Free();
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}
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}
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#endif

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