Add Loaded event to Asset in scripting
Refactor `Asset` events naming to match engine scheme
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@@ -25,7 +25,7 @@ void MaterialInstance::OnBaseSet()
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ASSERT(_baseMaterial->IsLoaded());
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_baseMaterial->AddReference();
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_baseMaterial->OnUnloaded.Bind<MaterialInstance, &MaterialInstance::OnBaseUnloaded>(this);
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_baseMaterial->Unloaded.Bind<MaterialInstance, &MaterialInstance::OnBaseUnloaded>(this);
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_baseMaterial->ParamsChanged.Bind<MaterialInstance, &MaterialInstance::OnBaseParamsChanged>(this);
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// Sync parameters with the base parameters to ensure all data is valid for rendering (constants offset and resource register)
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@@ -63,7 +63,7 @@ void MaterialInstance::OnBaseSet()
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void MaterialInstance::OnBaseUnset()
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{
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_baseMaterial->RemoveReference();
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_baseMaterial->OnUnloaded.Unbind<MaterialInstance, &MaterialInstance::OnBaseUnloaded>(this);
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_baseMaterial->Unloaded.Unbind<MaterialInstance, &MaterialInstance::OnBaseUnloaded>(this);
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_baseMaterial->ParamsChanged.Unbind<MaterialInstance, &MaterialInstance::OnBaseParamsChanged>(this);
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}
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