public override object WriteTo(object obj, System.Collections.Generic.Dictionary<long, UnityEngine.Object> objects)
{
obj = base.WriteTo(obj, objects);
if(obj == null)
{
return null;
}
UnityEngine.Camera o = (UnityEngine.Camera)obj;
o.fieldOfView = fieldOfView;
o.nearClipPlane = nearClipPlane;
o.farClipPlane = farClipPlane;
o.renderingPath = (UnityEngine.RenderingPath)renderingPath;
o.allowHDR = allowHDR;
o.forceIntoRenderTexture = forceIntoRenderTexture;
o.allowMSAA = allowMSAA;
o.orthographicSize = orthographicSize;
o.orthographic = orthographic;
o.opaqueSortMode = (UnityEngine.Rendering.OpaqueSortMode)opaqueSortMode;
o.transparencySortMode = (UnityEngine.TransparencySortMode)transparencySortMode;
o.transparencySortAxis = transparencySortAxis;
o.depth = depth;
o.cullingMask = cullingMask;
o.eventMask = eventMask;
o.backgroundColor = backgroundColor;
o.rect = rect;
o.pixelRect = pixelRect;
o.targetTexture = (UnityEngine.RenderTexture)objects.Get(targetTexture);
o.useJitteredProjectionMatrixForTransparentRendering = useJitteredProjectionMatrixForTransparentRendering;
o.clearFlags = (UnityEngine.CameraClearFlags)clearFlags;
o.stereoSeparation = stereoSeparation;
o.stereoConvergence = stereoConvergence;
o.cameraType = (UnityEngine.CameraType)cameraType;
o.stereoMirrorMode = stereoMirrorMode;
o.stereoTargetEye = (UnityEngine.StereoTargetEyeMask)stereoTargetEye;
o.targetDisplay = targetDisplay;
o.useOcclusionCulling = useOcclusionCulling;
o.layerCullDistances = layerCullDistances;
o.layerCullSpherical = layerCullSpherical;
o.depthTextureMode = (UnityEngine.DepthTextureMode)depthTextureMode;
o.clearStencilAfterLightingPass = clearStencilAfterLightingPass;
return o;
}