relics/RelicSaw.cs
using Sandbox;
using System.Reflection.PortableExecutable;
using System.Runtime.Versioning;
using System.Text.RegularExpressions;
using System.Threading.Tasks;

public class RelicSaw : Relic
{
	public override bool ShouldHandleEvent( EventType eventType )
	{
		return eventType == EventType.Mismatch && Game.Random.Float(0f, 1f) < Level * 0.10f;
	}

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

		await Task.DelayRealtime( 100 );

		Manager.Instance.PlaySfxCenter( "saw", volume: 0.6f, pitch: Game.Random.Float( 1.1f, 1.15f ) );

		await Task.DelayRealtime( 350 );

		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( "coin", tr.EndPosition.WithZ( Scene.Camera.WorldPosition.z - Globals.CARD_SFX_DEPTH_DIFF ), volume: 1.3f, pitch: Game.Random.Float( 1.15f, 1.25f ) );

		await Task.DelayRealtime( 350 );

		int moneyAmount = 1 + (int)Manager.Instance.Stats[StatType.EarnExtraMoney];

		Manager.Instance.SpawnGainMoneyFloater( moneyAmount, tr.EndPosition );

		await Manager.Instance.GainMoney( moneyAmount );

		await Task.DelayRealtime( 450 );

		Manager.Instance.PopEventMessage();
	}
}