protected static void AddLocalizedText(LevelFailedTextEffect levelFailedTextEffect)
        {
            bool wasActive = levelFailedTextEffect.gameObject.activeSelf;

            levelFailedTextEffect.gameObject.SetActive(false);

            RectTransform transform = (RectTransform)levelFailedTextEffect.transform;

            transform.sizeDelta = new Vector2(12, transform.sizeDelta.y);

            Transform textTransform = levelFailedTextEffect.transform.Find("Text");

            if (!textTransform)
            {
                Plugin.Log.Error($"Could not find 'Text' transform on '{levelFailedTextEffect}'");
                return;
            }

            TextMeshPro text = textTransform.GetComponent <TextMeshPro>();

            text.fontStyle  |= FontStyles.UpperCase;
            text.lineSpacing = -40;

            LocalizedTextMeshPro localizedText = textTransform.gameObject.AddComponent <LocalizedTextMeshPro>();

            localizedText.SetField <LocalizedTextComponent <TextMeshPro>, TextMeshPro>("localizedComponent", text);
            localizedText.Key = "LEVEL_FAILED";

            levelFailedTextEffect.gameObject.SetActive(wasActive);
        }
    public void Show(Vector2 pos)
    {
        base.Show();
        effectActor.ReadEffect(new Effect(activatedCard.cardAsset.effecttype));
        Vector3 newposition    = GameManager.instance.UICamera.ScreenToWorldPoint(new Vector3(pos.x, pos.y, GameManager.instance.UICamera.nearClipPlane));
        Vector3 offsetPosition = Vector3.Scale(new Vector3(30, 10, 0), new Vector3(1, 1, 0));

        newposition            += offsetPosition;
        newposition.z           = 0;
        this.transform.position = newposition;
        bool effectUsable = GameLogic.CanUseEffect(activatedCard.cardAsset.effecttype);



        buttonOk.gameObject.SetActive(effectUsable);
        LocalizedTextMeshPro locale = header.GetComponent <LocalizedTextMeshPro>();

        if (effectUsable)
        {
            locale.SetLocalizationKey("questionActivate");
        }
        else
        {
            locale.SetLocalizationKey("effectNotUsable");
        }


        this.gameObject.SetActive(true);
    }