Table of Contents

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

address string
onReady Action<T>

Returns

IEnumerator

Type Parameters

T