private void ResetGame() { // Debug.Log("Game Reseted My PlayerID: " + _localPlayerIndex); _lockStepTurnID = firstLockStepTurnID; _pendingActions.Reset(); _confirmedActions.Reset(); _actionsToSend.Clear(); _gameTurnSW.Reset(); _currentGameFrameRuntime = 0; if (_networkRollingAverage == null) { _networkRollingAverage = new RollingAverage(_numberOfPlayers, _initialLockStepTurnLength); } else { _networkRollingAverage.Reset(); } if (_runtimeRollingAverage == null) { _runtimeRollingAverage = new RollingAverage(_numberOfPlayers, _initialLockStepTurnLength); } else { _runtimeRollingAverage.Reset(); } }