Game.MainCamera.parallelMethod000 C# (CSharp) Method

parallelMethod000() public method

public parallelMethod000 ( float dt, World world ) : void
dt float
world World
return void
	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;}}