relics/RelicSlotMachine.cs
using Sandbox;
using System.Reflection.PortableExecutable;
using System.Runtime.Versioning;
using System.Threading.Tasks;

public class RelicSlotMachine : Relic
{
	public override bool ShouldHandleEvent( EventType eventType )
	{
		return eventType == EventType.Match && Manager.IsAdjacent( Manager.Instance.ChosenCards[0].GridPos, Manager.Instance.ChosenCards[1].GridPos );
	}

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

		await Task.DelayRealtime( 100 );

		Manager.Instance.PlaySfxCenter( "slot_machine", volume: 0.8f, pitch: Game.Random.Float( 0.95f, 1.05f ) );

		await Task.DelayRealtime( 400 );

		Manager.Instance.PlaySfxCenter( "coin", volume: 1.4f, pitch: Game.Random.Float( 0.9f, 1.1f ) );

		await Task.DelayRealtime( 50 );

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

		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.SpawnGainMoneyFloater( moneyAmount, tr.EndPosition );

		await Manager.Instance.GainMoney( moneyAmount );

		await Task.DelayRealtime( 900 );

		Manager.Instance.PopEventMessage();
	}
}