Add Loaded event to Asset in scripting
Refactor `Asset` events naming to match engine scheme
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@@ -700,7 +700,7 @@ void DrawEmittersGPU(GPUContext* context, RenderContextBatch& renderContextBatch
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GPUParticlesSorting = Content::LoadAsyncInternal<Shader>(TEXT("Shaders/GPUParticlesSorting"));
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#if COMPILE_WITH_DEV_ENV
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if (GPUParticlesSorting)
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GPUParticlesSorting.Get()->OnReloading.Bind<OnShaderReloading>();
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GPUParticlesSorting.Get()->Reloading.Bind<OnShaderReloading>();
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#endif
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}
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if (GPUParticlesSorting == nullptr || !GPUParticlesSorting->IsLoaded())
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