internal void Unloading() { _variables.ResetAvailability(Zone.ZoneLoadedAvailability); IsEnabled = false; Properties = null; Pathfinding = null; Connections.Clear(); SpawnPoints.Clear(); Npcs.Clear(); Listeners.Clear(); }
public virtual void ResetAvailability(string availability) { Traits.ResetAvailability(availability); }
public void ResetAvailability(string availability) { Traits.ResetAvailability(availability); Roster.ResetAvailability(availability); }