private int BufferTexture(int index, int currentBufferCount) { UIData bitOfData = displayedBlocks[index].GetComponent <UIData>(); if (currentBufferCount < imagebufferCount) { if (!bitOfData.imagesDownloadsAllowed) { bitOfData.LoadTextures(); } return(1); } else { if (bitOfData.imagesDownloadsAllowed) { bitOfData.DestroyTextures(); } return(0); } }