internal static void Deactivate()
        {
            DefaultMessageRaiser.EarlyDeactivate();

            if (GameStarted == false)
            {
                return;
            }
            Selector.Clear();
            AgentController.Deactivate();
            BehaviourHelperManager.Deactivate();
            ProjectileManager.Deactivate();
            EffectManager.Deactivate();
            ClientManager.Deactivate();

            ClientManager.Quit();
            PhysicsManager.Deactivate();
            GameStarted = false;
            LSServer.Deactivate();
            DefaultMessageRaiser.LateDeactivate();
            CoroutineManager.Deactivate();

            DefaultMessageRaiser.Reset();
        }
 static void DeactivatePair(CollisionPair collisionPair)
 {
     PhysicsManager.DeactivateCollisionPair(collisionPair);
 }
        public void Initialize(Vector3d StartPosition, Vector2d StartRotation, bool isDynamic = true)
        {
            Active = true;
            PositionalTransform = _positionalTransform;
            RotationalTransform = _rotationalTransform;
            if (!Setted)
            {
                this.Setup(null);
            }
            this.RaycastVersion = 0;

            this.HeightPosChanged = true;

            CheckVariables();

            PositionChanged       = true;
            RotationChanged       = true;
            VelocityChanged       = true;
            PositionChangedBuffer = true;
            RotationChangedBuffer = true;

            Priority          = BasePriority;
            Velocity          = Vector2d.zero;
            VelocityMagnitude = 0;
            LastPosition      = _position = StartPosition.ToVector2d();
            _heightPos        = StartPosition.z;
            _rotation         = StartRotation;
            ForwardNeedsSet   = true;
            FastRadius        = this.Radius * this.Radius;

            XMin = 0;
            XMax = 0;
            YMin = 0;
            YMax = 0;

            PastGridXMin = int.MaxValue;
            PastGridXMax = int.MaxValue;
            PastGridYMin = int.MaxValue;
            PastGridYMax = int.MaxValue;

            if (Shape != ColliderType.None)
            {
                BuildPoints();
                BuildBounds();
            }

            ID = PhysicsManager.Assimilate(this, isDynamic);
            Partition.PartitionObject(this);
            if (PositionalTransform != null)
            {
                CanSetVisualPosition         = true;
                _visualPosition              = _position.ToVector3(HeightPos.ToFloat());
                lastVisualPos                = _visualPosition;
                PositionalTransform.position = _visualPosition;
            }
            else
            {
                CanSetVisualPosition = false;
            }

            if (RotationalTransform != null)
            {
                CanSetvisualRotation = Agent.MyAgentType != AgentType.Building ? true : false;

                if (Forward != Vector2d.zero)
                {
                    visualRotation = GetVisualRotation();
                }

                lastvisualRotationation = visualRotation;
            }
            else
            {
                CanSetvisualRotation = false;
            }

            SetVisuals();

            velocityPosition = Vector3.zero;
            this.ImmovableCollisionDirection = Vector2d.zero;
            PartitionChanged = true;
        }