void ParticlesCountLogic(WorldRenderer wr) { // Logic to switch between the states of the particleCountFader if (particleCountFader == ParticleCountFaderType.Hold && particleList.Count < maxParticleCount) { particleCountFader = ParticleCountFaderType.FadeIn; } else if (particleCountFader == ParticleCountFaderType.FadeIn && particleList.Count >= maxParticleCount) { particleCountFader = ParticleCountFaderType.Hold; } else if (particleCountFader == ParticleCountFaderType.FadeOut && particleList.Count == 0) { particleCountFader = ParticleCountFaderType.Hold; } // Do the fade functions if (particleCountFader == ParticleCountFaderType.FadeIn) { FadeInParticleCount(wr); } else if (particleCountFader == ParticleCountFaderType.FadeOut) { FadeOutParticleCount(wr); } }
void ParticlesCountLogic(WorldRenderer wr) { // Logic to switch between the states of the particleCountFader if (particleCountFader == ParticleCountFaderType.Hold && particleList.Count < maxParticleCount) particleCountFader = ParticleCountFaderType.FadeIn; else if (particleCountFader == ParticleCountFaderType.FadeIn && particleList.Count >= maxParticleCount) particleCountFader = ParticleCountFaderType.Hold; else if (particleCountFader == ParticleCountFaderType.FadeOut && particleList.Count == 0) particleCountFader = ParticleCountFaderType.Hold; // Do the fade functions if (particleCountFader == ParticleCountFaderType.FadeIn) FadeInParticleCount(wr); else if (particleCountFader == ParticleCountFaderType.FadeOut) FadeOutParticleCount(wr); }