Add Loaded event to Asset in scripting
Refactor `Asset` events naming to match engine scheme
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@@ -702,9 +702,7 @@ bool GlobalSignDistanceFieldPass::setupResources()
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_shader = Content::LoadAsyncInternal<Shader>(TEXT("Shaders/GlobalSignDistanceField"));
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if (_shader == nullptr)
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return true;
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#if COMPILE_WITH_DEV_ENV
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_shader.Get()->OnReloading.Bind<GlobalSignDistanceFieldPass, &GlobalSignDistanceFieldPass::OnShaderReloading>(this);
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#endif
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BIND_SHADER_RELOADING(_shader, GlobalSignDistanceFieldPass, OnShaderReloading);
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}
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if (!_shader->IsLoaded())
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return true;
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