private void Reset() { stateManager.Reset(); blocks.Reset(); logic.Reset(); GeometryHandler.Reset(); ChunkColliderGeometryHandler.Reset(); NeedsCollider = false; }
private void Reset() { NeedApplyStructure = true; MaxPendingStructureListIndex = 0; stateManager.Reset(); blocks.Reset(); if (logic != null) { logic.Reset(); } GeometryHandler.Reset(); ChunkColliderGeometryHandler.Reset(); m_needsCollider = false; }