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
+2 -3
View File
@@ -5,6 +5,7 @@
#include "Engine/Graphics/GPUBuffer.h"
#include "Engine/Graphics/GPUContext.h"
#include "Engine/Graphics/GPULimits.h"
#include "Engine/Renderer/GI/GlobalSurfaceAtlasPass.h"
GPU_CB_STRUCT(Data {
float NullItemKey;
@@ -38,9 +39,7 @@ bool BitonicSort::Init()
_shader = Content::LoadAsyncInternal<Shader>(TEXT("Shaders/BitonicSort"));
if (_shader == nullptr)
return true;
#if COMPILE_WITH_DEV_ENV
_shader.Get()->OnReloading.Bind<BitonicSort, &BitonicSort::OnShaderReloading>(this);
#endif
BIND_SHADER_RELOADING(_shader, BitonicSort, OnShaderReloading);
return false;
}