Add Loaded event to Asset in scripting
Refactor `Asset` events naming to match engine scheme
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@@ -29,23 +29,16 @@ bool ForwardPass::Init()
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_psApplyDistortion = GPUDevice::Instance->CreatePipelineState();
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_shader = Content::LoadAsyncInternal<Shader>(TEXT("Shaders/Forward"));
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if (_shader == nullptr)
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{
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return true;
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}
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#if COMPILE_WITH_DEV_ENV
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_shader.Get()->OnReloading.Bind<ForwardPass, &ForwardPass::OnShaderReloading>(this);
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#endif
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BIND_SHADER_RELOADING(_shader, ForwardPass, OnShaderReloading);
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return false;
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}
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bool ForwardPass::setupResources()
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{
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// Check shader
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if (!_shader->IsLoaded())
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{
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return true;
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}
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const auto shader = _shader->GPU;
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// Create pipeline stages
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