// TODO: Zadbaæ o to, ¿eby ¿adna sekwencja nie by³a d³u¿sza ni¿ 3/4 tunelu
        void fillTunnelObstacles()
        {
#if DEBUG
            //Costam.DebugWrite("RespawnPoint.X: " + respawnPoint.TunnelPosition.X.ToString());
            //Costam.DebugWrite("RespawnWall.X: " + Costam.TunnelManager.tp.PathPoints[respawnTunnelPathPointIndex].X);
#endif

            while (respawnPoint.TunnelPosition.X + newSequence.GetCurrentLength() < respawnPointSentinel.TunnelPosition.X)
            {
                float range = DifficultRatio - 1;                        // Losujemy zakres tak, ¿eby ratio nie moglo spaœæ poni¿ej 1;
                ratioRadius  = (float)random.NextDouble() * 2 * range;   // Losujemy mo¿liw¹ najwiêksz¹ rozbie¿noœc od aktualnego DifficultRatio
                ratioRadius -= range;
                ratioDelta   = (float)random.NextDouble() * ratioRadius; // Losujemy aktualne odchylenie;

                newSequence.BalanceDifficulty(DifficultRatio + ratioDelta);
                newSequence.ConstructOnPosition(respawnPoint.TunnelPosition);

                AddObstacles(newSequence.GetObjectList());

                float distanceDelta = (float)random.NextDouble() * 2 * distanceBeetwenObstaclesRadius;
                distanceDelta -= distanceBeetwenObstaclesRadius;

                respawnPoint.Move(newSequence.GetCurrentLength() + distanceBetweenObstacles + distanceDelta);

                newSequenceIndex = random.Next(0, NonSortedSequences.Count); // TODO : zmieniæ kod przy zmianie na dictionary

                newSequence = NonSortedSequences[newSequenceIndex];
            }
            respawnPointSentinel.TunnelPosition = Costam.PlayerManager.players.Values.ElementAt(0).TunnelPosition;
            respawnPointSentinel.Move(respawnPointSentinellDistance);
        }
 public void initSeqSetup()
 {
     newSequenceIndex = random.Next(0, NonSortedSequences.Count); // TODO : zmieniæ kod przy zmianie na dictionary
     newSequence      = NonSortedSequences[newSequenceIndex];
 }
 void AddSequence(FastSequence s)
 {
     NonSortedSequences.Add(s);
 }