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

WriteTo() публичный Метод

public WriteTo ( object obj, UnityEngine.Object>.System.Collections.Generic.Dictionary objects ) : object
obj object
objects UnityEngine.Object>.System.Collections.Generic.Dictionary
Результат object
		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;
		}