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 );
}
}