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
@@ -68,9 +68,7 @@ bool ScreenSpaceReflectionsPass::Init()
_preIntegratedGF = Content::LoadAsyncInternal<Texture>(PRE_INTEGRATED_GF_ASSET_NAME);
if (_shader == nullptr || _preIntegratedGF == nullptr)
return true;
#if COMPILE_WITH_DEV_ENV
_shader.Get()->OnReloading.Bind<ScreenSpaceReflectionsPass, &ScreenSpaceReflectionsPass::OnShaderReloading>(this);
#endif
BIND_SHADER_RELOADING(_shader, ScreenSpaceReflectionsPass, OnShaderReloading);
return false;
}