relics/RelicMagic8Ball.cs
using Sandbox;
using System.Reflection.PortableExecutable;
using System.Runtime.Versioning;
using System.Threading.Tasks;
public class RelicMagic8Ball : Relic
{
public override bool ShouldHandleEvent( EventType eventType )
{
return eventType == EventType.Shake && !Manager.Instance.ShakenCard.IsRevealed && Game.Random.Float(0f, 1f) < Level * 0.05f;
}
public override async Task HandleEventAsync( EventType eventType )
{
var shakenCard = Manager.Instance.ShakenCard;
await Task.DelayRealtime( 300 );
Manager.Instance.PushEventMessage( this, eventType );
await Task.DelayRealtime( 300 );
Manager.Instance.PlayCardSfx( "card_flip", shakenCard, volume: 0.8f, pitch: Game.Random.Float( 1.15f, 1.2f ) );
await Manager.Instance.RevealCard( shakenCard );
await Task.DelayRealtime( 650 );
Manager.Instance.PlayCardSfx( "card_flip", shakenCard, volume: 0.7f, pitch: Game.Random.Float( 0.65f, 0.75f ) );
Manager.Instance.HideCard( shakenCard );
await Task.DelayRealtime( 350 );
Manager.Instance.PopEventMessage();
}
}