relics/RelicPrayerBeads.cs
using Sandbox;
using System.Reflection.PortableExecutable;
using System.Runtime.Versioning;
using System.Threading.Tasks;

public class RelicPrayerBeads : Relic
{
	public override void Init()
	{
		base.Init();

		MaxLevel = 2;
	}

	public override bool ShouldHandleEvent( EventType eventType )
	{
		return eventType == EventType.Match && (Manager.Instance.ChosenCards[0].NumTimesRevealed == 1 || Manager.Instance.ChosenCards[1].NumTimesRevealed == 1) && (Game.Random.Float(0f, 1f) < 0.1f + Level * 0.2f);
	}

	public override async Task HandleEventAsync(EventType eventType)
	{
		Manager.Instance.PushEventMessage( this, eventType );

		await Task.DelayRealtime( 200 );

		var camera = Scene.Camera;
		var ray = camera.ScreenPixelToRay( new Vector3( Screen.Width / 2, Screen.Height / 2, 0f ) );
		var tr = Scene.Trace.Ray( ray, 10000f ).Run();

		Manager.Instance.PlaySfx( "prayer_beads", tr.EndPosition.WithZ( Scene.Camera.WorldPosition.z - Globals.CARD_SFX_DEPTH_DIFF ), volume: 2.5f, pitch: Game.Random.Float( 0.99f, 1.01f ) );

		await Task.DelayRealtime( 500 );

		int totalHealAmount = 0;

		if ( Manager.Instance.ChosenCards[0].NumTimesRevealed == 1 )
		{
			totalHealAmount += 1;
			SpawnFloater( Manager.Instance.ChosenCards[0] );
		}

		if ( Manager.Instance.ChosenCards[1].NumTimesRevealed == 1 )
		{
			totalHealAmount += 1;
			SpawnFloater( Manager.Instance.ChosenCards[1] );
		}

		await Task.DelayRealtime( 350 );

		await Manager.Instance.GainHP( totalHealAmount );

		await Task.DelayRealtime( 800 );

		Manager.Instance.PopEventMessage();
	}

	void SpawnFloater(Card card)
	{
		Manager.Instance.SpawnHealHPFloater( 1, card.WorldPosition );
	}
}