Use % when dropping unique scene nodes into script
This expands uppon #60708, using `get_node("%NodeName")` for nodes that have a unique scene name to avoid having to change the onready statements when the paths of the nodes change.
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1 changed files with 12 additions and 2 deletions
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@ -1568,7 +1568,12 @@ void ScriptTextEditor::drop_data_fw(const Point2 &p_point, const Variant &p_data
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continue;
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}
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String path = sn->get_path_to(node);
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String path;
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if (node->is_unique_name_in_owner()) {
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path = "%" + node->get_name();
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} else {
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path = sn->get_path_to(node);
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}
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for (const String &segment : path.split("/")) {
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if (!segment.is_valid_identifier()) {
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path = path.c_escape().quote(quote_style);
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@ -1595,7 +1600,12 @@ void ScriptTextEditor::drop_data_fw(const Point2 &p_point, const Variant &p_data
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continue;
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}
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String path = sn->get_path_to(node);
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String path;
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if (node->is_unique_name_in_owner()) {
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path = "%" + node->get_name();
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} else {
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path = sn->get_path_to(node);
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}
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for (const String &segment : path.split("/")) {
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if (!segment.is_valid_identifier()) {
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path = path.c_escape().quote(quote_style);
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