/// <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++;
    }