internal void Reset()
{
m_SceneContext.ResetUniqueId();
m_EntityMgr.Reset();
m_SceneLogicInfoMgr.Reset();
m_SceneLogicSystem.Reset();
MovementSystem.Reset();
m_AiSystem.Reset();
m_GameTime.Reset();
m_ServerDelayActionProcessor.Reset();
m_KdTree.Clear();
m_BlackBoard.Reset();
m_StorySystem.Reset();
m_SkillSystem.Reset();
m_EntityController.Reset();
m_AirWallInfo.Clear();
m_LastPreloadingTickTime = 0;
m_LastTickTimeForTickPerSecond = 0;
m_SceneState = SceneState.Sleeping;
m_IsStoryState = false;
m_ReloadMonstersQueue.Clear();
m_PreparedReloadMonsterCount = 0;
}