void generateNewAsset()
    {
        GenerateAssetStruct assetStruct = generator.generateGameObjectAtPosition();
        GameObject          asset       = assetStruct.generateAsset;
        Vector3             position    = asset.transform.position;

        asset.transform.parent = this.transform;
        if (speedSign > 0)
        {
            asset.transform.position = new Vector3(popLimitation.transform.position.x + (asset.GetComponent <SpriteRenderer> ().sprite.bounds.max.x) - (space - spaceBetweenAsset), position.y + popLimitation.transform.position.y, this.transform.position.z);
        }
        else
        {
            asset.transform.position = new Vector3(popLimitation.transform.position.x + (asset.GetComponent <SpriteRenderer> ().sprite.bounds.min.x) + (space - spaceBetweenAsset), position.y + popLimitation.transform.position.y, this.transform.position.z);
        }
        visibleGameObjectTab.Add(asset);
        StockAssetStruct stockAssetStruct = new StockAssetStruct();

        stockAssetStruct.code = assetStruct.code;
        stockAssetStruct.dist = spaceBetweenAsset;
        m_stockAsset.Add(stockAssetStruct);
        hightId++;
        generateNewSpaceBetweenAssetValue();
    }
 void generateNewAsset()
 {
     GenerateAssetStruct assetStruct = generator.generateGameObjectAtPosition();
     GameObject asset = assetStruct.generateAsset;
     asset.transform.parent = this.transform;
     if (speedSign > 0) {
         asset.transform.position = new Vector3 (popLimitation.transform.position.x + (asset.GetComponent<SpriteRenderer> ().sprite.bounds.max.x) - (space - spaceBetweenAsset), popLimitation.transform.position.y, this.transform.position.z);
     } else {
         asset.transform.position = new Vector3 (popLimitation.transform.position.x + (asset.GetComponent<SpriteRenderer> ().sprite.bounds.min.x) + (space - spaceBetweenAsset), popLimitation.transform.position.y, this.transform.position.z);
     }
     visibleGameObjectTab.Add(asset);
     StockAssetStruct stockAssetStruct = new StockAssetStruct();
     stockAssetStruct.code = assetStruct.code;
     stockAssetStruct.dist = spaceBetweenAsset;
     m_stockAsset.Add(stockAssetStruct);
     hightId ++;
     generateNewSpaceBetweenAssetValue();
 }