/// <summary> /// Sets the zoom to the appropriate amount when the player is in the current /// </summary> private void SetCurrentState(bool isCurrent, string direction) { if (zoomManager == null) { return; } if (!isCurrent && waitingCurrent != "") { particleDirection = waitingCurrent; waitingCurrent = ""; isCurrent = !isCurrent; } if (PlayerInCurrents() && isCurrent) { waitingCurrent = direction; } else { particleDirection = direction; } zoomManager.RevertTimer(); }