/// <summary>
    /// Belts that input to splitter
    /// </summary>
    /// <param name="beltElement"></param>
    public void SetPrevBeltElement(IBeltElement beltElement)
    {
        if (beltElement.GetOutputOrientation() != this.outputOrientation)
        {
            return;
        }
        Vector2 beltPos = beltElement.GetPosition();

        switch (outputOrientation)
        {
        case ConveyorBelt.OutputOrientation.East:
            if (beltPos.y > this.transform.position.y)
            {
                leftInput = beltElement;
            }
            else if (beltPos.y < this.transform.position.y)
            {
                rightInput = beltElement;
            }
            break;

        case ConveyorBelt.OutputOrientation.North:
            if (beltPos.x < this.transform.position.x)
            {
                leftInput = beltElement;
            }
            else if (beltPos.x > this.transform.position.x)
            {
                rightInput = beltElement;
            }
            break;

        case ConveyorBelt.OutputOrientation.West:
            if (beltPos.y > this.transform.position.y)
            {
                leftInput = beltElement;
            }
            else if (beltPos.y < this.transform.position.y)
            {
                rightInput = beltElement;
            }
            break;

        default:
        case ConveyorBelt.OutputOrientation.South:
            if (beltPos.x < this.transform.position.x)
            {
                leftInput = beltElement;
            }
            else if (beltPos.x > this.transform.position.x)
            {
                rightInput = beltElement;
            }
            break;
        }
    }
    public void InitializeRotated(int rotation)
    {
        ContactFilter2D filter = new ContactFilter2D();

        filter.useLayerMask = true;
        filter.layerMask    = 1 << LayerMask.NameToLayer("ConveyorBelt");
        int countRegular     = 0;
        int countUnderground = 0;

        Collider2D[] regular     = new Collider2D[1];
        Collider2D[] underground = new Collider2D[searchDist + 2];
        items = new ItemEntity[4];

        switch (rotation)
        {
        case 0:     //east input
            outputOrientation = ConveyorBelt.OutputOrientation.East;
            transitionGround  = TransitionGround.input;
            countRegular      = Physics2D.OverlapBox((Vector2)this.transform.position - new Vector2(1, 0), new Vector2(0.5f, 0.5f), 0, filter, regular);
            countUnderground  = Physics2D.OverlapBox((Vector2)this.transform.position + new Vector2(searchDist / 2.0f, 0), new Vector2(searchDist, 0.5f), 0, filter, underground);
            if (countRegular >= 1)
            {
                IBeltElement temp = regular[0].GetComponent <IBeltElement>();
                if (temp.GetOutputOrientation() == outputOrientation)
                {
                    input = temp;
                    temp.SetNextBeltElement(this);
                }
            }

            for (int i = 0; i < countUnderground; i++)
            {
                UndergroundBelt temp;
                if (underground[i].TryGetComponent(out temp) &&
                    (output == null || output.GetPosition().x > temp.GetPosition().x) &&                              //check if one found is closer than current connection
                    (temp.transitionGround == TransitionGround.output && temp.outputOrientation == outputOrientation) //check orientation and that it is output
                    )
                {
                    output = temp;
                    temp.SetPrevBeltElement(this);
                }
            }
            break;

        case 1:     //east output
            outputOrientation = ConveyorBelt.OutputOrientation.East;
            transitionGround  = TransitionGround.output;
            countRegular      = Physics2D.OverlapBox((Vector2)this.transform.position + new Vector2(1, 0), new Vector2(0.5f, 0.5f), 0, filter, regular);
            countUnderground  = Physics2D.OverlapBox((Vector2)this.transform.position - new Vector2(searchDist / 2.0f, 0), new Vector2(searchDist, 0.5f), 0, filter, underground);

            if (countRegular >= 1)
            {
                IBeltElement temp = regular[0].GetComponent <IBeltElement>();
                if (temp.CanConnectToBeltElement(this))
                {
                    output = temp;
                    temp.SetPrevBeltElement(this);
                }
            }

            for (int i = 0; i < countUnderground; i++)
            {
                UndergroundBelt temp;
                if (underground[i].TryGetComponent(out temp) &&
                    (input == null || input.GetPosition().x < temp.GetPosition().x) &&                               //check if one found is closer than current connection
                    (temp.transitionGround == TransitionGround.input && temp.outputOrientation == outputOrientation) //check orientation and that it is output
                    )
                {
                    input = temp;
                    input.SetNextBeltElement(this);
                }
            }
            break;

        case 2:     //north input
            outputOrientation = ConveyorBelt.OutputOrientation.North;
            transitionGround  = TransitionGround.input;
            countRegular      = Physics2D.OverlapBox((Vector2)this.transform.position - new Vector2(0, 1), new Vector2(0.5f, 0.5f), 0, filter, regular);
            countUnderground  = Physics2D.OverlapBox((Vector2)this.transform.position + new Vector2(0, searchDist / 2.0f), new Vector2(0.5f, searchDist), 0, filter, underground);

            if (countRegular >= 1)
            {
                IBeltElement temp = regular[0].GetComponent <IBeltElement>();
                if (temp.GetOutputOrientation() == outputOrientation)
                {
                    input = temp;
                    temp.SetNextBeltElement(this);
                }
            }

            for (int i = 0; i < countUnderground; i++)
            {
                UndergroundBelt temp;
                if (underground[i].TryGetComponent(out temp) &&
                    (output == null || output.GetPosition().y > temp.GetPosition().y) &&                              //check if one found is closer than current connection
                    (temp.transitionGround == TransitionGround.output && temp.outputOrientation == outputOrientation) //check orientation and that it is output
                    )
                {
                    output = temp;
                    output.SetPrevBeltElement(this);
                }
            }

            break;

        case 3:     //north output
            outputOrientation = ConveyorBelt.OutputOrientation.North;
            transitionGround  = TransitionGround.output;
            countRegular      = Physics2D.OverlapBox((Vector2)this.transform.position + new Vector2(0, 1), new Vector2(0.5f, 0.5f), 0, filter, regular);
            countUnderground  = Physics2D.OverlapBox((Vector2)this.transform.position - new Vector2(0, searchDist / 2.0f), new Vector2(0.5f, searchDist), 0, filter, underground);
            if (countRegular >= 1)
            {
                IBeltElement temp = regular[0].GetComponent <IBeltElement>();
                if (temp.CanConnectToBeltElement(this))
                {
                    output = temp;
                    temp.SetPrevBeltElement(this);
                }
            }

            for (int i = 0; i < countUnderground; i++)
            {
                UndergroundBelt temp;
                if (underground[i].TryGetComponent(out temp) &&
                    (input == null || input.GetPosition().y < temp.GetPosition().y) &&                               //check if one found is closer than current connection
                    (temp.transitionGround == TransitionGround.input && temp.outputOrientation == outputOrientation) //check orientation and that it is output
                    )
                {
                    input = temp;
                    input.SetNextBeltElement(this);
                }
            }

            break;

        case 4:     //west input
            outputOrientation = ConveyorBelt.OutputOrientation.West;
            transitionGround  = TransitionGround.input;
            countRegular      = Physics2D.OverlapBox((Vector2)this.transform.position + new Vector2(1, 0), new Vector2(0.5f, 0.5f), 0, filter, regular);
            countUnderground  = Physics2D.OverlapBox((Vector2)this.transform.position - new Vector2(searchDist / 2.0f, 0), new Vector2(searchDist, 0.5f), 0, filter, underground);
            if (countRegular >= 1)
            {
                IBeltElement temp = regular[0].GetComponent <IBeltElement>();
                if (temp.GetOutputOrientation() == outputOrientation)
                {
                    input = temp;
                    temp.SetNextBeltElement(this);
                }
            }

            for (int i = 0; i < countUnderground; i++)
            {
                UndergroundBelt temp;
                if (underground[i].TryGetComponent(out temp) &&
                    (output == null || output.GetPosition().x < temp.GetPosition().x) &&                              //check if one found is closer than current connection
                    (temp.transitionGround == TransitionGround.output && temp.outputOrientation == outputOrientation) //check orientation and that it is output
                    )
                {
                    output = temp;
                    temp.SetPrevBeltElement(this);
                }
            }
            break;

        case 5:     //west output
            outputOrientation = ConveyorBelt.OutputOrientation.West;
            transitionGround  = TransitionGround.output;
            countRegular      = Physics2D.OverlapBox((Vector2)this.transform.position - new Vector2(1, 0), new Vector2(0.5f, 0.5f), 0, filter, regular);
            countUnderground  = Physics2D.OverlapBox((Vector2)this.transform.position + new Vector2(searchDist / 2.0f, 0), new Vector2(searchDist, 0.5f), 0, filter, underground);

            if (countRegular >= 1)
            {
                IBeltElement temp = regular[0].GetComponent <IBeltElement>();
                if (temp.CanConnectToBeltElement(this))
                {
                    output = temp;
                    temp.SetPrevBeltElement(this);
                }
            }

            for (int i = 0; i < countUnderground; i++)
            {
                UndergroundBelt temp;
                if (underground[i].TryGetComponent(out temp) &&
                    (input == null || input.GetPosition().x > temp.GetPosition().x) &&                               //check if one found is closer than current connection
                    (temp.transitionGround == TransitionGround.input && temp.outputOrientation == outputOrientation) //check orientation and that it is output
                    )
                {
                    input = temp;
                    input.SetNextBeltElement(this);
                }
            }
            break;

        case 6:     //south input
            outputOrientation = ConveyorBelt.OutputOrientation.South;
            transitionGround  = TransitionGround.input;
            countRegular      = Physics2D.OverlapBox((Vector2)this.transform.position + new Vector2(0, 1), new Vector2(0.5f, 0.5f), 0, filter, regular);
            countUnderground  = Physics2D.OverlapBox((Vector2)this.transform.position - new Vector2(0, searchDist / 2.0f), new Vector2(0.5f, searchDist), 0, filter, underground);
            if (countRegular >= 1)
            {
                IBeltElement temp = regular[0].GetComponent <IBeltElement>();
                if (temp.GetOutputOrientation() == outputOrientation)
                {
                    input = temp;
                    temp.SetNextBeltElement(this);
                }
            }

            for (int i = 0; i < countUnderground; i++)
            {
                UndergroundBelt temp;
                if (underground[i].TryGetComponent(out temp) &&
                    (output == null || output.GetPosition().y < temp.GetPosition().y) &&                              //check if one found is closer than current connection
                    (temp.transitionGround == TransitionGround.output && temp.outputOrientation == outputOrientation) //check orientation and that it is output
                    )
                {
                    output = temp;
                    output.SetPrevBeltElement(this);
                }
            }

            break;

        default:     //south output
        case 7:
            outputOrientation = ConveyorBelt.OutputOrientation.South;
            transitionGround  = TransitionGround.output;
            countRegular      = Physics2D.OverlapBox((Vector2)this.transform.position - new Vector2(0, 1), new Vector2(0.5f, 0.5f), 0, filter, regular);
            countUnderground  = Physics2D.OverlapBox((Vector2)this.transform.position + new Vector2(0, searchDist / 2.0f), new Vector2(0.5f, searchDist), 0, filter, underground);
            if (countRegular >= 1)
            {
                IBeltElement temp = regular[0].GetComponent <IBeltElement>();
                if (temp.CanConnectToBeltElement(this))
                {
                    output = temp;
                    temp.SetPrevBeltElement(this);
                }
            }

            for (int i = 0; i < countUnderground; i++)
            {
                UndergroundBelt temp;
                if (underground[i].TryGetComponent(out temp) &&
                    (input == null || input.GetPosition().y < temp.GetPosition().y) &&                               //check if one found is closer than current connection
                    (temp.transitionGround == TransitionGround.input && temp.outputOrientation == outputOrientation) //check orientation and that it is output
                    )
                {
                    input = temp;
                    input.SetNextBeltElement(this);
                }
            }
            break;
        }
        GetComponent <SpriteRenderer>().sprite = AnimationPropertiesPool.Instance.rotatedSpriteProperties[rotatedSpritePropertyId].sprites[rotation];
    }