private void SetupLevel()
    {
        SetupModules();
        levelDataManager.InitializeLevelData();
        levelController.SetLevel(level);
        objectDeletionModule.SetLevel(level);
        objectPlacementModule.SetLevel(level);
        objectInformationModule.SetLevel(level);
        startupModule.SetLevel(level);

        IPlacedObject wallPrefabObject = prefabsManager.GetInstantiatedPrefab("wallPrefab", transform);

        startupModule.SetupLevel(wallPrefabObject);
        objectDeletionModule.DestroyPlacedObject(wallPrefabObject);
    }
    private void ConvertEnemies(IList <Enemy> enemies)
    {
        IPlacedObject placedObject;

        foreach (Enemy enemy in enemies)
        {
            if (enemy.Type is EnemyType.HARD)
            {
                placedObject = prefabsManager.GetInstantiatedPrefab("hardEnemyPrefab", transform);
            }
            else if (enemy.Type is EnemyType.EASY)
            {
                placedObject = prefabsManager.GetInstantiatedPrefab("easyEnemyPrefab", transform);
            }
            else if (enemy.Type is EnemyType.BASIC)
            {
                placedObject = prefabsManager.GetInstantiatedPrefab("basicEnemyPrefab", transform);
            }
            else
            {
                Debug.Log("Enemy of Type " + enemy.GetType() + "could not be determined");
                Destroy(enemy.gameObject);
                continue;
            }
            Destroy(placedObject.Prefab);
            placedObject.Prefab = enemy.gameObject;

            Weapon weapon = enemy.Weapon;
            ConvertWeapon(weapon);
            enemy.Weapon = null;

            objectPlacementModule.PlaceObject(placedObject, placedObject.Prefab.transform.position, false, null, false);

            if (weapon != null)
            {
                IPlacedObject weaponObject = (IPlacedObject)weapon.gameObject.transform.parent.GetComponent <PlacedObject>();
                objectEditingModule.GiveWeaponToPerson(weaponObject, placedObject);
            }
        }
    }