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();
	}
}