/// <summary> /// Positions the new lane and activates it /// </summary> /// <param name="newLane"></param> protected void ActivateLane(Lane newLane) { float laneZPos = (m_startRowCoord + m_currentCount) * m_mapManager.TileSize; newLane.transform.SetPosZ(laneZPos); newLane.gameObject.SetActive(true); newLane.Activate(m_startRowCoord + m_currentCount, m_prevPassableTileArray, m_prevDir); m_prevPassableTileArray = newLane.PassableActiveTileArray; m_prevDir = newLane.Direction; m_currentCount++; }