private void DeployObjects()
        {
            var itemSorter = new ItemSorter();

            int k = 0;

            foreach (TileData tile in from i in Data.Maps.SelectMany(x => x.Tiles) where i.HasItemsList select i)
            {
                tile.FirstObject = Data.ObjectIDs[k++];


                foreach (var item in tile.GetItems(Data))
                {
                    itemSorter.CreateItem(item, tile);
                }

                //last actuator is active one thus revers => first actuator is active one now
                tile.Actuators.Reverse();
            }
        }
        private void DeployObjects()
        {
            var itemSorter = new ItemSorter();

            int k = 0;

            foreach (TileData tile in from i in Data.Maps.SelectMany(x => x.Tiles) where i.HasItemsList select i)
            {
                tile.FirstObject = Data.ObjectIDs[k++];

                foreach (var item in tile.GetItems(Data))
                {
                    itemSorter.CreateItem(item, tile);
                }
            }

            foreach (var creature in Data.Creatures)
            {
                creature.PossessionItems = creature.GetEnumerator(Data).Cast <GrabableItemData>().ToList();
            }

            SetupRandomDecorations();
        }