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
@@ -702,9 +702,7 @@ bool GlobalSignDistanceFieldPass::setupResources()
_shader = Content::LoadAsyncInternal<Shader>(TEXT("Shaders/GlobalSignDistanceField"));
if (_shader == nullptr)
return true;
#if COMPILE_WITH_DEV_ENV
_shader.Get()->OnReloading.Bind<GlobalSignDistanceFieldPass, &GlobalSignDistanceFieldPass::OnShaderReloading>(this);
#endif
BIND_SHADER_RELOADING(_shader, GlobalSignDistanceFieldPass, OnShaderReloading);
}
if (!_shader->IsLoaded())
return true;