//void DrawGroud(Ground ground)
        //{
        //    foreach (var mesh in ground.Model.Meshes)
        //    {
        //        foreach (BasicEffect effect in mesh.Effects)
        //        {
        //            effect.EnableDefaultLighting();
        //            effect.PreferPerPixelLighting = true;

        //            effect.World = ground.WorldMatrix;
        //            effect.View = player.Camera.View;
        //            effect.Projection = player.Camera.Projection;
        //        }
        //        mesh.Draw();
        //    }
        //}

        public void Draw()
        {
            if (gameManager.IsGameRunning)
            {
                screenManager.Graphics.GraphicsDevice.Clear(Color.CornflowerBlue);
                screenManager.Graphics.GraphicsDevice.DepthStencilState = DepthStencilState.Default;
                screenManager.Graphics.GraphicsDevice.RasterizerState   = new RasterizerState()
                {
                    MultiSampleAntiAlias = true
                };
                screenManager.Graphics.GraphicsDevice.SamplerStates[0] = new SamplerState()
                {
                    Filter = TextureFilter.Anisotropic
                };
                if (gameManager.Type == LabiryntType.Prim)
                {
                    labirynth.VertexMap.Where(m => frustum.Contains(m.BoundingBox) != ContainmentType.Disjoint).ToList().ForEach(i => i.Draw(player.Camera.View, player.Camera.Projection, basicEffect));
                }
                else if (gameManager.Type == LabiryntType.Recursive)
                {
                    labirynth.ModelMap.ForEach(i => i.Draw(player.Camera.View, player.Camera.Projection));
                }

                skyBox.Draw(player.Camera.View, player.Camera.Projection);
                finishPoint.Draw(player.Camera.View, player.Camera.Projection, basicEffect);
                ground.Draw(player.Camera.View, player.Camera.Projection, basicEffect);
                keys.ForEach(i => i.Draw(player.Camera.View, player.Camera.Projection, basicEffect));
                minimap.Draw(new Vector2(player.position.X, player.position.Z));
                //DrawGroud(ground);
            }
        }