public void FixRoad(CarController car)
        {
            // Get Nearest Road
            Tile  nearestRoad = null;
            float nearestDist = float.MaxValue;

            for (int iRoad = 0; iRoad < BreakableRoads.Length; ++iRoad)
            {
                if (BreakableRoads[iRoad].IsBroken)
                {
                    Vector3 target = BreakableRoads[iRoad].GetBarrierLocation();
                    if (target != Vector3.zero)
                    {
                        float dist = Vector3.Distance(car.transform.position, target);
                        if (dist < nearestDist)
                        {
                            nearestDist = dist;
                            nearestRoad = BreakableRoads[iRoad];
                        }
                    }
                }
            }

            if (nearestRoad == null)
            {
                // No barriers up
                return;
            }
            else
            {
                nearestRoad.FixRoad();
                car.DecrementPowerupCount();
            }
        }