relics/RelicSign.cs
using Sandbox;
using System.Reflection.PortableExecutable;
using System.Runtime.Versioning;
using System.Text.RegularExpressions;
using System.Threading.Tasks;
public class RelicSign : Relic
{
public override bool ShouldHandleEvent( EventType eventType )
{
return eventType == EventType.Mismatch && Game.Random.Float(0f, 1f) < Level * 0.25f;
}
public override async Task HandleEventAsync( EventType eventType )
{
List<Card> validCards = new();
foreach ( var card in Manager.Instance.Cards )
{
if ( card.NumTimesRevealed > 0 && !Manager.Instance.ChosenCards.Contains(card) && !card.IsRevealed )
validCards.Add( card );
}
if ( validCards.Count == 0 )
return;
Manager.Instance.PushEventMessage( this, eventType );
// todo: sfx
await Task.DelayRealtime( 250 );
validCards.Shuffle();
var cardToReveal = validCards.First();
Manager.Instance.PlayCardSfx( "card_flip", cardToReveal, volume: 0.8f, pitch: Game.Random.Float( 1.15f, 1.2f ) );
await Manager.Instance.RevealCard( cardToReveal );
await Task.DelayRealtime( 750 );
Manager.Instance.HideCard( cardToReveal );
Manager.Instance.PlayCardSfx( "card_flip", cardToReveal, volume: 0.7f, pitch: Game.Random.Float( 0.65f, 0.75f ) );
await Task.DelayRealtime( 300 );
Manager.Instance.PopEventMessage();
}
}