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@tool
extends EditorPlugin
const SentinelEmitter = preload("res://addons/sentinel_emitter/emitter.gd")
var emitter: SentinelEmitter
func _enter_tree():
emitter = SentinelEmitter.new()
add_child(emitter)
# Connect to Godot's error signals
if not Engine.is_editor_hint():
# Runtime error handling
get_tree().connect("node_configuration_warning_changed", _on_error_occurred)
print("Sentinel Emitter: Plugin activated")
func _exit_tree():
if emitter:
emitter.queue_free()
print("Sentinel Emitter: Plugin deactivated")
func _on_error_occurred():
if emitter:
emitter._capture_runtime_context()
func get_plugin_name():
return "Sentinel Emitter"
func has_main_screen():
return false
func get_plugin_icon():
return EditorInterface.get_editor_theme().get_icon("Node", "EditorIcons")