relics/RelicRevolver.cs
using Sandbox;
using System.Reflection.PortableExecutable;
using System.Runtime.Versioning;
using System.Threading.Tasks;
public class RelicRevolver : Relic
{
public override bool ShouldHandleEvent( EventType eventType )
{
return eventType == EventType.LevelStart;
}
public override async Task HandleEventAsync(EventType eventType)
{
List<Card> validCards = new();
foreach(var card in Manager.Instance.Cards)
{
if ( Manager.Instance.Bounties.ContainsKey( card.CardType ) )
validCards.Add( card );
}
if ( validCards.Count == 0 )
return;
Manager.Instance.PushEventMessage( this, eventType );
validCards.Shuffle();
await Task.DelayRealtime( 400 );
int numCardsToShake = Level;
for ( int i = 0; i < Math.Min( numCardsToShake, validCards.Count ); i++ )
{
var card = validCards[i];
await Manager.Instance.ShakeCard( card );
await Task.DelayRealtime( Game.Random.Int( 150, 350 ) );
}
await Task.DelayRealtime( 500 );
Manager.Instance.PopEventMessage();
}
}