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.

(cherry picked from commit 1101f6c660)
This commit is contained in:
Jummit 2022-05-18 12:19:56 +02:00 committed by Rémi Verschelde
parent 07953346fa
commit 63f35d24c6

View File

@ -1563,7 +1563,12 @@ void ScriptTextEditor::drop_data_fw(const Point2 &p_point, const Variant &p_data
continue;
}
String path = sn->get_path_to(node);
String path;
if (node->is_unique_name_in_owner()) {
path = "%" + node->get_name();
} else {
path = sn->get_path_to(node);
}
Vector<String> segments = path.split("/");
for (int j = 0; j < segments.size(); j++) {
if (!segments[j].is_valid_identifier()) {
@ -1591,7 +1596,12 @@ void ScriptTextEditor::drop_data_fw(const Point2 &p_point, const Variant &p_data
continue;
}
String path = sn->get_path_to(node);
String path;
if (node->is_unique_name_in_owner()) {
path = "%" + node->get_name();
} else {
path = sn->get_path_to(node);
}
Vector<String> segments = path.split("/");
for (int j = 0; j < segments.size(); j++) {
if (!segments[j].is_valid_identifier()) {