relics/RelicScale.cs
using Sandbox;
using System.Reflection.PortableExecutable;
using System.Runtime.Versioning;
using System.Threading.Tasks;
public class RelicScale : Relic
{
public override bool ShouldHandleEvent( EventType eventType )
{
return eventType == EventType.Choose && Manager.Instance.ChosenCards.Count == 1;
}
public override async Task HandleEventAsync( EventType eventType )
{
var card0 = Manager.Instance.ChosenCards[0];
var validCards = Manager.Instance.Cards.Where( x => x.CardType != card0.CardType && !x.IsRevealed ).ToList();
if ( validCards.Count == 0 )
return;
Manager.Instance.PushEventMessage( this, eventType );
validCards.Shuffle();
await Task.DelayRealtime( 150 );
int numCardsToShake = Level * 2;
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, 250) );
}
await Task.DelayRealtime( 100 );
Manager.Instance.PopEventMessage();
}
}