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
@@ -197,9 +197,9 @@ SkinnedModel::SkeletonMapping SkinnedModel::GetSkeletonMapping(Asset* source, bo
// Add to cache
_skeletonMappingCache.Add(source, mappingData);
source->OnUnloaded.Bind<SkinnedModel, &SkinnedModel::OnSkeletonMappingSourceAssetUnloaded>(this);
source->Unloaded.Bind<SkinnedModel, &SkinnedModel::OnSkeletonMappingSourceAssetUnloaded>(this);
#if USE_EDITOR
source->OnReloading.Bind<SkinnedModel, &SkinnedModel::OnSkeletonMappingSourceAssetUnloaded>(this);
source->Reloading.Bind<SkinnedModel, &SkinnedModel::OnSkeletonMappingSourceAssetUnloaded>(this);
#endif
}
mapping.SourceSkeleton = mappingData.SourceSkeleton;
@@ -756,9 +756,9 @@ void SkinnedModel::ClearSkeletonMapping()
{
for (const auto& e : _skeletonMappingCache)
{
e.Key->OnUnloaded.Unbind<SkinnedModel, &SkinnedModel::OnSkeletonMappingSourceAssetUnloaded>(this);
e.Key->Unloaded.Unbind<SkinnedModel, &SkinnedModel::OnSkeletonMappingSourceAssetUnloaded>(this);
#if USE_EDITOR
e.Key->OnReloading.Unbind<SkinnedModel, &SkinnedModel::OnSkeletonMappingSourceAssetUnloaded>(this);
e.Key->Reloading.Unbind<SkinnedModel, &SkinnedModel::OnSkeletonMappingSourceAssetUnloaded>(this);
#endif
Allocator::Free((void*)e.Value.NodesMapping.Get());
}
@@ -773,9 +773,9 @@ void SkinnedModel::OnSkeletonMappingSourceAssetUnloaded(Asset* obj)
ASSERT(found);
// Unlink event
obj->OnUnloaded.Unbind<SkinnedModel, &SkinnedModel::OnSkeletonMappingSourceAssetUnloaded>(this);
obj->Unloaded.Unbind<SkinnedModel, &SkinnedModel::OnSkeletonMappingSourceAssetUnloaded>(this);
#if USE_EDITOR
obj->OnReloading.Unbind<SkinnedModel, &SkinnedModel::OnSkeletonMappingSourceAssetUnloaded>(this);
obj->Reloading.Unbind<SkinnedModel, &SkinnedModel::OnSkeletonMappingSourceAssetUnloaded>(this);
#endif
// Clear cache