Game.MainCamera.parallelMethod001 C# (CSharp) Method

parallelMethod001() public method

public parallelMethod001 ( float dt, World world ) : void
dt float
world World
return void
	public void parallelMethod001(float dt, World world){ 
	switch (s001)
	{

	case -1:
	if(!(((((!(IsZooming)) && (((ZoomLevel) > (0))))) && (((world.InputMonitor.PlusKey) || (world.InputMonitor.MouseScrollUp))))))
	{

	s001 = -1;
return;	}else
	{

	goto case 11;	}
	case 11:
	Position = Position;
	ZoomLevel = ((ZoomLevel) - (1));
	ZoomFactor = 0f;
	IsZooming = true;
	Rotation = Rotation;
	s001 = 10;
return;
	case 10:
	___levelLength01 = ((((MaxY) - (MinY))) / (((System.Single)MaxZoomLevel)));
	___nextY01 = ((((___levelLength01) * (ZoomLevel))) + (MinY));
	___prevY01 = Position.y;
	___prevRotation01 = Rotation.x;
	___nextRotation01 = ((Rotation.x) - (RotationDegree));
	goto case 1;
	case 1:
	if(!(((1f) > (ZoomFactor))))
	{

	goto case 0;	}else
	{

	goto case 2;	}
	case 2:
	___newRotation01 = UnityEngine.Mathf.Lerp(___prevRotation01,___nextRotation01,ZoomFactor);
	___newY01 = UnityEngine.Mathf.Lerp(___prevY01,___nextY01,ZoomFactor);
	Position = new UnityEngine.Vector3(Position.x,___newY01,Position.z);
	ZoomLevel = ZoomLevel;
	ZoomFactor = ((ZoomFactor) + (((dt) * (ZoomSensitivity))));
	IsZooming = IsZooming;
	Rotation = new UnityEngine.Vector3(___newRotation01,Rotation.y,Rotation.z);
	s001 = 1;
return;
	case 0:
	Position = new UnityEngine.Vector3(Position.x,___nextY01,Position.z);
	ZoomLevel = ZoomLevel;
	ZoomFactor = ZoomFactor;
	IsZooming = false;
	Rotation = new UnityEngine.Vector3(___nextRotation01,Rotation.y,Rotation.z);
	s001 = -1;
return;	
	default: return;}}