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
)
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@ -1563,7 +1563,12 @@ 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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Vector<String> segments = path.split("/");
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for (int j = 0; j < segments.size(); j++) {
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if (!segments[j].is_valid_identifier()) {
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@ -1591,7 +1596,12 @@ 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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Vector<String> segments = path.split("/");
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for (int j = 0; j < segments.size(); j++) {
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if (!segments[j].is_valid_identifier()) {
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