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
@@ -92,16 +92,13 @@ bool PostProcessingPass::Init()
_shader = Content::LoadAsyncInternal<Shader>(TEXT("Shaders/PostProcessing"));
if (_shader == nullptr)
return true;
#if COMPILE_WITH_DEV_ENV
_shader.Get()->OnReloading.Bind<PostProcessingPass, &PostProcessingPass::OnShaderReloading>(this);
#endif
BIND_SHADER_RELOADING(_shader, PostProcessingPass, OnShaderReloading);
return false;
}
bool PostProcessingPass::setupResources()
{
// Wait for shader
if (!_shader->IsLoaded())
return true;
auto shader = _shader->GPU;