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
+1 -8
View File
@@ -29,23 +29,16 @@ bool ForwardPass::Init()
_psApplyDistortion = GPUDevice::Instance->CreatePipelineState();
_shader = Content::LoadAsyncInternal<Shader>(TEXT("Shaders/Forward"));
if (_shader == nullptr)
{
return true;
}
#if COMPILE_WITH_DEV_ENV
_shader.Get()->OnReloading.Bind<ForwardPass, &ForwardPass::OnShaderReloading>(this);
#endif
BIND_SHADER_RELOADING(_shader, ForwardPass, OnShaderReloading);
return false;
}
bool ForwardPass::setupResources()
{
// Check shader
if (!_shader->IsLoaded())
{
return true;
}
const auto shader = _shader->GPU;
// Create pipeline stages