Method AcquireAsset
- Namespace
- GrindFest
- Assembly
- GrindFest.dll
AcquireAsset<T>(string, Action<T>)
Acquires an asset and waits for it, then hands it to onReady.
This is the bridge a coroutine needs: a skill cannot await, and the alternative — reading a
cold asset out of a property and carrying on — is not acceptable for something the skill is made of.
That read is what killed DropSkill mid-drop: the asset was cold, .Transition threw a
NullReferenceException inside Use(), the coroutine died with the item still in the hero's hand
and the hero walked off (measured 2026-09-19). Here the skill simply waits for the animation and then
plays it.
A load that genuinely fails is loud and the skill stops. It never falls through to acting unanimated: silence would be a skill that does something different from what it says, with nothing in the log.
protected IEnumerator AcquireAsset<T>(string address, Action<T> onReady) where T : Object
Parameters
Returns
Type Parameters
T