private static void GenerateMain(BuildingLot _lot)
    {
        // PosX
        Vector3 pos = _lot.transform.position + new Vector3(_lot.GetOffsetX() +
                                                            _lot.GetCurrentBuildingWidth(), 0.0f, _lot.GetOffsetZ() + (float)panelSize / 2);

        GeneratePosXPanels(_lot, (int)_lot.GetCurrentBuildingLength(), pos, _lot.GetBuildingPanels());

        // PosZ
        pos = _lot.transform.position + new Vector3(_lot.GetOffsetX() + (float)panelSize / 2, 0.0f,
                                                    _lot.GetOffsetZ() + _lot.GetCurrentBuildingLength());

        GeneratePosZPanels(_lot, (int)_lot.GetCurrentBuildingWidth(), pos, _lot.GetBuildingPanels());

        // NegX
        pos = _lot.transform.position + new Vector3(_lot.GetOffsetX(), 0.0f, _lot.GetOffsetZ() +
                                                    (float)panelSize / 2);

        GenerateNegXPanels(_lot, (int)_lot.GetCurrentBuildingLength(), pos, _lot.GetBuildingPanels());

        // NegZ
        pos = _lot.transform.position + new Vector3(_lot.GetOffsetX() + (float)panelSize / 2, 0.0f,
                                                    _lot.GetOffsetZ());

        GenerateNegZPanels(_lot, (int)_lot.GetCurrentBuildingWidth(), pos, _lot.GetBuildingPanels());

        // PosY
        pos = _lot.transform.position + new Vector3(_lot.GetOffsetX() + (float)panelSize / 2,
                                                    _lot.GetCurrentBuildingHeight() - (float)panelSize / 2, _lot.GetOffsetZ() + (float)panelSize / 2);

        GeneratePosYPanels(_lot, (int)_lot.GetCurrentBuildingWidth(), (int)_lot.GetCurrentBuildingLength(),
                           pos, _lot.GetBuildingPanels());
    }
    private static bool MutationPosX(BuildingLot _lot)
    {
        if (_lot.GetOffsetX() + _lot.GetCurrentBuildingWidth() < _lot.GetLotWidth())
        {
            return(true);
        }

        return(false);
    }