public void Reset() { m_Entities.Clear(); m_DelayAdd.Clear(); m_UnusedEntities.Clear(); m_NextInfoId = c_StartId; m_UnusedIds.Clear(); m_UnusedClientIds.Clear(); }
static public int Reset(IntPtr l) { try { GameFramework.EntityManager self = (GameFramework.EntityManager)checkSelf(l); self.Reset(); pushValue(l, true); return(1); } catch (Exception e) { return(error(l, e)); } }