Add Loaded event to Asset in scripting
Refactor `Asset` events naming to match engine scheme
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@@ -5,6 +5,7 @@
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#include "Engine/Graphics/GPUBuffer.h"
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#include "Engine/Graphics/GPUContext.h"
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#include "Engine/Graphics/GPULimits.h"
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#include "Engine/Renderer/GI/GlobalSurfaceAtlasPass.h"
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GPU_CB_STRUCT(Data {
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float NullItemKey;
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@@ -38,9 +39,7 @@ bool BitonicSort::Init()
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_shader = Content::LoadAsyncInternal<Shader>(TEXT("Shaders/BitonicSort"));
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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<BitonicSort, &BitonicSort::OnShaderReloading>(this);
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#endif
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BIND_SHADER_RELOADING(_shader, BitonicSort, OnShaderReloading);
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return false;
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}
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