public bool OnLoad(RSRenderCommand command, RSService service, byte[] data) { if (GetComponent <RawImage>() != null) { Texture2D t2d = null; if (GetComponent <RawImage>() == null || (newResolution && newWidth > 0 && newHeight > 0)) { newResolution = false; t2d = new Texture2D(newWidth, newHeight); GetComponent <RawImage>().texture = t2d; } else { t2d = GetComponent <RawImage>().texture as Texture2D; } if (t2d != null && data != null) { t2d.LoadImage(data); } } return(true); }
public static void Main() { Config.ACCESS_KEY = "<Please apply your access key>"; Config.SECRET_KEY = "<Dont send your secret key to anyone>"; bucketName = "yourbucket"; DEMO_DOMAIN = bucketName + ".qiniudn.com"; key = "gogopher.jpg"; localFile = "Resource/gogopher.jpg"; bigkey = key; bigFile = localFile; conn = new DigestAuthClient(); rs = new RSService(conn, bucketName); MkBucket(); RSClientPutFile(); RSClientPutFileWithCRC32(); Get(key); ResumablePutFile(); Stat(bigkey); Delete(key); Drop(); MkBucket(); ImageOps(); MakeDownloadToken(); Console.ReadLine(); }
public bool OnLoad(RSRenderCommand command, RSService service, byte[] data) { // Updating the texture has to be done in the game loop and not from a different thread. lock (DataLock) { CurrentData = data; HasNewData = true; } return(true); }
protected void InitValues() { ReceivedFirstRender = false; string rand = RSUtils.RandomString(); if (RenderLoopName == null || RenderLoopName.Length == 0) { RenderLoopName = "loop_" + rand; } KeepAliveService = new RSService(Scene.Host, Scene.Port); }