Add Loaded event to Asset in scripting

Refactor `Asset` events naming to match engine scheme
This commit is contained in:
2026-07-28 22:32:36 +02:00
parent e043b18299
commit eb69dafb7c
44 changed files with 117 additions and 145 deletions
@@ -25,7 +25,7 @@ void MaterialInstance::OnBaseSet()
ASSERT(_baseMaterial->IsLoaded());
_baseMaterial->AddReference();
_baseMaterial->OnUnloaded.Bind<MaterialInstance, &MaterialInstance::OnBaseUnloaded>(this);
_baseMaterial->Unloaded.Bind<MaterialInstance, &MaterialInstance::OnBaseUnloaded>(this);
_baseMaterial->ParamsChanged.Bind<MaterialInstance, &MaterialInstance::OnBaseParamsChanged>(this);
// Sync parameters with the base parameters to ensure all data is valid for rendering (constants offset and resource register)
@@ -63,7 +63,7 @@ void MaterialInstance::OnBaseSet()
void MaterialInstance::OnBaseUnset()
{
_baseMaterial->RemoveReference();
_baseMaterial->OnUnloaded.Unbind<MaterialInstance, &MaterialInstance::OnBaseUnloaded>(this);
_baseMaterial->Unloaded.Unbind<MaterialInstance, &MaterialInstance::OnBaseUnloaded>(this);
_baseMaterial->ParamsChanged.Unbind<MaterialInstance, &MaterialInstance::OnBaseParamsChanged>(this);
}