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;}}