public void parallelMethod000(float dt, World world){
switch (s000)
{
case -1:
if(!(((((!(IsZooming)) && (((3) > (ZoomLevel))))) && (((world.InputMonitor.MinusKey) || (world.InputMonitor.MouseScrollDown))))))
{
s000 = -1;
return; }else
{
goto case 11; }
case 11:
Position = Position;
ZoomLevel = ((ZoomLevel) + (1));
ZoomFactor = 0f;
IsZooming = true;
Rotation = Rotation;
s000 = 10;
return;
case 10:
___levelLength00 = ((((MaxY) - (MinY))) / (((System.Single)MaxZoomLevel)));
___nextY00 = ((((___levelLength00) * (ZoomLevel))) + (MinY));
___prevRotation00 = Rotation.x;
___prevY00 = Position.y;
___nextRotation00 = ((Rotation.x) + (RotationDegree));
goto case 1;
case 1:
if(!(((1f) > (ZoomFactor))))
{
goto case 0; }else
{
goto case 2; }
case 2:
___newRotation00 = UnityEngine.Mathf.Lerp(___prevRotation00,___nextRotation00,ZoomFactor);
___newY00 = UnityEngine.Mathf.Lerp(___prevY00,___nextY00,ZoomFactor);
Position = new UnityEngine.Vector3(Position.x,___newY00,Position.z);
ZoomLevel = ZoomLevel;
ZoomFactor = ((ZoomFactor) + (((dt) * (ZoomSensitivity))));
IsZooming = IsZooming;
Rotation = new UnityEngine.Vector3(___newRotation00,Rotation.y,Rotation.z);
s000 = 1;
return;
case 0:
Position = new UnityEngine.Vector3(Position.x,___nextY00,Position.z);
ZoomLevel = ZoomLevel;
ZoomFactor = ZoomFactor;
IsZooming = false;
Rotation = new UnityEngine.Vector3(___nextRotation00,Rotation.y,Rotation.z);
s000 = -1;
return;
default: return;}}