Add Loaded event to Asset in scripting
Refactor `Asset` events naming to match engine scheme
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@@ -178,9 +178,7 @@ bool ReflectionsPass::Init()
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_preIntegratedGF = Content::LoadAsyncInternal<Texture>(PRE_INTEGRATED_GF_ASSET_NAME);
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if (_shader == nullptr || _sphereModel == nullptr || _boxModel == nullptr || _preIntegratedGF == nullptr)
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return true;
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#if COMPILE_WITH_DEV_ENV
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_shader.Get()->OnReloading.Bind<ReflectionsPass, &ReflectionsPass::OnShaderReloading>(this);
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#endif
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BIND_SHADER_RELOADING(_shader, ReflectionsPass, OnShaderReloading);
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return false;
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}
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