private void InitConditionData()
    {
        int conditionsCount = generationConditions.Count;

        for (int i = 0; i < conditionsCount; i++)
        {
            GenerationCondition condition = generationConditions[i];
            //condition.Init();
            condition.SetOwner(this);
        }
    }
    void PositionOnFloor()
    {
        Voxel[] floorVoxels = blueprint.FloorVoxels;
        List<int> floorVoxelsIndexList = GetFloorVoxelsIndexsList(floorVoxels);

        roomItemPrefab.Init();

        Vector3[] itemWorldPositions = null;
        Voxel acceptedFloorVoxel = null;

        ConditionData conditionData;
        conditionData.endPointDirection = DirectionType.FORWARD;
        conditionData.blueprint = blueprint;
        conditionData.roomItemPrefab = roomItemPrefab;
        conditionData.takenVoxels = acceptedItemVoxels;

        int infiniteLoopCheckCount = 0, infiniteLoopCheck = 100000;//targetElementsCount << elementsFactory.loopCheckCount;
        do
        {
            if (infiniteLoopCheckCount++ > infiniteLoopCheck)
            {
                throw new System.Exception("RoomGenerator::Room generation takes too long. - Possible infinite loop.");
            }

            if (floorVoxelsIndexList.Count == 0) break;

            int randomFloorVoxelIndex = Random.Range(0, floorVoxelsIndexList.Count);
            randomFloorVoxelIndex = floorVoxelsIndexList[randomFloorVoxelIndex];
            floorVoxelsIndexList.Remove(randomFloorVoxelIndex);

            Voxel randomFloorVoxel = floorVoxels[randomFloorVoxelIndex];
            Vector3 randomFloorVoxelPos = randomFloorVoxel.worldPosition;

            itemWorldPositions = roomItemPrefab.GetOffsetedVoxelPostions(randomFloorVoxelPos);

            /////            

            conditionData.randomFloorVoxelPos = randomFloorVoxelPos;
            conditionData.endPointDirection = DirectionType.FORWARD;

            bool testPassed = false;

            int infiniteLoopCheckCount2 = 0, infiniteLoopCheck2 = 100000;//targetElementsCount << elementsFactory.loopCheckCount;

            int endPointIndex = 0, endPointsCount = roomItemPrefab.endPoint.directions.Count;
            do
            {
                if (infiniteLoopCheckCount2++ > infiniteLoopCheck2)
                {
                    throw new System.Exception("RoomGenerator::Room item rotation takes too long. - Possible infinite loop.");
                }

                conditionData.endPointDirection = roomItemPrefab.endPoint.directions[endPointIndex];

                List<GenerationCondition> generationConditions = roomItemPrefab.generationConditions;
                int conditionsCount = generationConditions.Count;
                for (int i = 0; i < conditionsCount; i++)
                {
                    GenerationCondition condition = generationConditions[i];
                    testPassed = condition.Test(conditionData);

                    if (!testPassed) break;
                }

                if (!testPassed) endPointIndex++;//conditionData.rotationIndex++;                

            } while (!testPassed && endPointIndex < endPointsCount);

            /////

            if (!testPassed) continue;

            acceptedFloorVoxel = randomFloorVoxel;
        }
        while (acceptedFloorVoxel == null && floorVoxelsIndexList.Count > 0);

        if (acceptedFloorVoxel == null)
        {
            Debug.Log("No more space in room");
            return;
        }

        RoomElement item = Instantiate(roomItemPrefab, gameObject.transform);
        item.transform.position = acceptedFloorVoxel.worldPosition;
        item.transform.rotation = Quaternion.AngleAxis((float)conditionData.endPointDirection, Vector3.up);

        InitilizeNewItem(item);
    }