Battlehub.RTSaveLoad.PersistentObjects.PersistentCamera.ReadFrom C# (CSharp) Метод

ReadFrom() публичный Метод

public ReadFrom ( object obj ) : void
obj object
Результат void
		public override void ReadFrom(object obj)
		{
			base.ReadFrom(obj);
			if(obj == null)
			{
				return;
			}
			UnityEngine.Camera o = (UnityEngine.Camera)obj;
			fieldOfView = o.fieldOfView;
			nearClipPlane = o.nearClipPlane;
			farClipPlane = o.farClipPlane;
			renderingPath = (uint)o.renderingPath;
			allowHDR = o.allowHDR;
			forceIntoRenderTexture = o.forceIntoRenderTexture;
			allowMSAA = o.allowMSAA;
			orthographicSize = o.orthographicSize;
			orthographic = o.orthographic;
			opaqueSortMode = (uint)o.opaqueSortMode;
			transparencySortMode = (uint)o.transparencySortMode;
			transparencySortAxis = o.transparencySortAxis;
			depth = o.depth;
			cullingMask = o.cullingMask;
			eventMask = o.eventMask;
			backgroundColor = o.backgroundColor;
			rect = o.rect;
			pixelRect = o.pixelRect;
			targetTexture = o.targetTexture.GetMappedInstanceID();
			useJitteredProjectionMatrixForTransparentRendering = o.useJitteredProjectionMatrixForTransparentRendering;
			clearFlags = (uint)o.clearFlags;
			stereoSeparation = o.stereoSeparation;
			stereoConvergence = o.stereoConvergence;
			cameraType = (uint)o.cameraType;
			stereoMirrorMode = o.stereoMirrorMode;
			stereoTargetEye = (uint)o.stereoTargetEye;
			targetDisplay = o.targetDisplay;
			useOcclusionCulling = o.useOcclusionCulling;
			layerCullDistances = o.layerCullDistances;
			layerCullSpherical = o.layerCullSpherical;
			depthTextureMode = (uint)o.depthTextureMode;
			clearStencilAfterLightingPass = o.clearStencilAfterLightingPass;
		}