private void ApplyCellsPositions(int lead) { float startPos = _gameConfig.GridSettings.StartPosition; float cellSize = _gameConfig.CellSettings.CellSize; for (int i = 0; i < _rows.Length; i++) { float zPos; if (i < lead) { zPos = startPos + ((_rows.Length - lead + i) + _grid.RowsOffset) * cellSize; } else { zPos = startPos + ((i - lead) + _grid.RowsOffset) * cellSize; } _rows[i].localPosition = _relativeCoordinates.ToWorldPosition(new GridCoordinates(0, zPos)); } }
private void ApplyPosition() { _transform.position = _relativeCoordinates.ToWorldPosition(_roadSegment.Position); _material.SetFloat("_PositionZ", _transform.position.z); }