public void Reset() { Pause(true); Dispose(); _feature.ActivateReactiveSystems(); _isInitialized = false; Initialize(); Pause(false); }
protected override void Execute(List <GameInfoEntity> entities) { var isPlay = _gameInfo.currentState.Value == global::GameState.Gameplay; if (isPlay) { Time.timeScale = 1f; _gameplayFeature.ActivateReactiveSystems(); } else { Time.timeScale = 0f; _gameplayFeature.DeactivateReactiveSystems(); } }