Updated Unity, then ran into error involving the particle renderer

I was late updating my unity program and had one of the earlier versions of Unity2018. When I updated to unity 2019.3.0f6, this error shows up
Assets\Standard Assets\Cameras\Scripts\TargetFieldOfView.cs(63,53): error CS0246: The type or namespace name ‘ParticleRenderer’ could not be found (are you missing a using directive or an assembly reference?)
from what I understand, someone on the forums said a similar issue happened but with the particle system itself.
I think this script was made with the game engine itself when I downloaded 2018. Is there a way to fix this ? the error seems to be in line (63,53)

using System;
using UnityEngine;

namespace UnityStandardAssets.Cameras
{
    public class TargetFieldOfView : AbstractTargetFollower
    {
        // This script is primarily designed to be used with the "LookAtTarget" script to enable a
        // CCTV style camera looking at a target to also adjust its field of view (zoom) to fit the
        // target (so that it zooms in as the target becomes further away).
        // When used with a follow cam, it will automatically use the same target.

        [SerializeField] private float m_FovAdjustTime = 1;             // the time taken to adjust the current FOV to the desired target FOV amount.
        [SerializeField] private float m_ZoomAmountMultiplier = 2;      // a multiplier for the FOV amount. The default of 2 makes the field of view twice as wide as required to fit the target.
        [SerializeField] private bool m_IncludeEffectsInSize = false;   // changing this only takes effect on startup, or when new target is assigned.

        private float m_BoundSize;

        private float m_FovAdjustVelocity;
        private Camera m_Cam;
        private Transform m_LastTarget;

        // Use this for initialization
        protected override void Start()
        {
            base.Start();
            m_BoundSize = MaxBoundsExtent(m_Target, m_IncludeEffectsInSize);

            // get a reference to the actual camera component:
            m_Cam = GetComponentInChildren<Camera>();
        }

        protected override void FollowTarget(float deltaTime)
        {
            // calculate the correct field of view to fit the bounds size at the current distance
            float dist = (m_Target.position - transform.position).magnitude;
            float requiredFOV = Mathf.Atan2(m_BoundSize, dist)*Mathf.Rad2Deg*m_ZoomAmountMultiplier;

            m_Cam.fieldOfView = Mathf.SmoothDamp(m_Cam.fieldOfView, requiredFOV, ref m_FovAdjustVelocity, m_FovAdjustTime);
        }

        public override void SetTarget(Transform newTransform)
        {
            base.SetTarget(newTransform);
            m_BoundSize = MaxBoundsExtent(newTransform, m_IncludeEffectsInSize);
        }

        public static float MaxBoundsExtent(Transform obj, bool includeEffects) {
            // get the maximum bounds extent of object, including all child renderers,
            // but excluding particles and trails, for FOV zooming effect.

            var renderers = obj.GetComponentsInChildren<Renderer>();

            Bounds bounds = new Bounds();
            bool initBounds = false;
            foreach (Renderer r in renderers)
            {
                if (!((r is TrailRenderer) || (r is ParticleRenderer) || (r is ParticleSystemRenderer)))
                {
                    if (!initBounds)
                    {
                        initBounds = true;
                        bounds = r.bounds;
                    } else {
                        bounds.Encapsulate(r.bounds);
                    }
                }
            }
            float max = Mathf.Max(bounds.extents.x, bounds.extents.y, bounds.extents.z);
            return max;
        }
    }
}

I did a little more digging around and figured it out. On the line where the error was I deleted the part ParticleRenderer

if (!((r is TrailRenderer) || (r is ParticleRenderer) || (r is ParticleSystemRenderer)))

and left it as

 if (!((r is TrailRenderer) || (r is ParticleSystemRenderer)))

it got rid of the error and It did something else involving all my prefabs with particles in the children components with a progress bar. But it might be fixing itself after i took out that one thing in the code.
Even though I fixed my own problem, I hope anyone else who goes through what I did and is going from early unity2018 to late 2018 or later finds this of use to them.
Here’s my resource: