private void SpawnTreasureChests()
{
var region = this.Regions.Last();
var rnd = RandomProvider.Get();
for (int i = 0; i < _treasureChests.Count; ++i)
{
var pos = new Generation.Position(this.Generator.Floors.Last().MazeGenerator.EndPos);
pos.X *= Dungeon.TileSize;
pos.Y *= Dungeon.TileSize;
pos.X += Dungeon.TileSize / 2;
pos.Y += (int)(Dungeon.TileSize * 2.5f);
var placement = _treasurePlacementProvider.GetPosition();
pos.X += placement[0];
pos.Y += placement[1];
var rotation = MabiMath.DegreeToRadian(placement[2]);
var prop = _treasureChests[i];
prop.RegionId = region.Id;
prop.Info.X = pos.X;
prop.Info.Y = pos.Y;
prop.Info.Direction = rotation;
region.AddProp(prop);
}
}