relics/RelicTriangleRuler.cs
using Sandbox;
using System.Reflection.PortableExecutable;
using System.Runtime.Versioning;
using System.Threading.Tasks;
public class RelicTriangleRuler : Relic
{
public override bool ShouldHandleEvent( EventType eventType )
{
return eventType == EventType.Match && Manager.Instance.Stats[StatType.NumMatches] % (5 - Level) == 0;
}
public override async Task HandleEventAsync( EventType eventType )
{
List<Card> validCards = new();
CheckCornerCard( new IntVector2( 0, 0 ), validCards );
CheckCornerCard( new IntVector2( 0, Manager.Instance.GridHeight - 1 ), validCards );
CheckCornerCard( new IntVector2( Manager.Instance.GridWidth - 1, 0 ), validCards );
CheckCornerCard( new IntVector2( Manager.Instance.GridWidth - 1, Manager.Instance.GridHeight - 1 ), validCards );
if ( validCards.Count == 0 )
return;
validCards.Shuffle();
var cardToReveal = validCards.First();
await Task.DelayRealtime( 300 );
Manager.Instance.PushEventMessage( this, eventType );
await Task.DelayRealtime( 100 );
Manager.Instance.PlaySfxCenter( "triangle_ruler", volume: 0.3f, pitch: Game.Random.Float( 1.5f, 1.55f ) );
await Task.DelayRealtime( 200 );
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( 850 );
Manager.Instance.PlayCardSfx( "card_flip", cardToReveal, volume: 0.7f, pitch: Game.Random.Float( 0.65f, 0.75f ) );
Manager.Instance.HideCard( cardToReveal );
await Task.DelayRealtime( 350 );
Manager.Instance.PopEventMessage();
}
void CheckCornerCard( IntVector2 gridPos, List<Card> cards )
{
var card = Manager.Instance.GetCardAtGridPos( gridPos );
if ( card != null && !Manager.Instance.ChosenCards.Contains( card ) && !card.IsRevealed )
cards.Add( card );
}
}