- changed status to resolved
The plugin registers the ModPlayer node twice (uses both `class_name` and `add_custom_type`)
Issue #7
resolved
The plugin registers the ModPlayer node under the GodotModPlayer
name:
func _enter_tree( ):
self.add_custom_type( "GodotModPlayer", "Node", preload("ModPlayer.gd"), preload("icon.png") )
func _exit_tree( ):
self.remove_custom_type( "GodotModPlayer" )
But ModPlayer.gd
also registers itself globally already with class_name ModPlayer
.
This means that both names are registered in the Create New Node dialog:
You could remove the add_custom_type
/ remove_custom_type
and only rely on class_name
(+ @icon
for the icon).
That seems to be the approach you’re using for the Godot 3 plugin.
The GMP.gd
plugin file then because pretty much empty, but it seems to still work to make enabling the global class name ModPlayer
conditional to having enabled the plugin, I guess Godot has some special logic for that.
Comments (1)
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Remove plugin boilerplate, only
class_name
is neededThe
has_main_screen
would cause a "Godot Mod Player" tab to be added to the editor, but with no contents.And the
add_custom_type
call would register aGodotModPlayer
type when we already haveModPlayer
as global viaclass_name
.Fixes
#7.→ <<cset 1f12b5b3c07d>>