/// <summary>
        /// Sets up values related to the track and road
        /// </summary>
        private void SetupRoadValues()
        {
            raceTrackDict = new Dictionary <string, RaceTrack>();
            foreach (RaceTrack track in tracks)
            {
                raceTrackDict.Add(track.Name, track);
            }

            for (int i = 0; i < tracks.Length; i++)
            {
                tracks[i].CheckMaxRoadTypes();
                tracks[i].CheckForStartAndEnd();
            }

            trackPlaying = raceTrackDict[InRoomManager.Instance.NameOfTrackChoosen];
            roadOn       = roads[2];
            roadOn.SetupRoad(trackPlaying.RoadTypes, trackIndexOn);
            roads[1].SetupRoad(trackPlaying.RoadTypes, trackIndexOn + 1);
            roads[0].SetupRoad(trackPlaying.RoadTypes, trackIndexOn + 2);
            roadLength = roadOn.MainBounds.size.y;
        }
        private void Testing()
        {
            raceTrackDict = new Dictionary <string, RaceTrack>();
            foreach (RaceTrack track in tracks)
            {
                raceTrackDict.Add(track.Name, track);
            }

            for (int i = 0; i < tracks.Length; i++)
            {
                tracks[i].CheckMaxRoadTypes();
                tracks[i].CheckForStartAndEnd();
            }

            GameObject.Find("Car").GetComponent <Racer>().OnRoadBoundInteraction += DoRoadShift;
            trackPlaying = raceTrackDict["Default"];
            //set other roads their type based on next road types to come
            roadOn = roads[2];
            roadOn.SetupRoad(trackPlaying.RoadTypes, trackIndexOn);
            roads[1].SetupRoad(trackPlaying.RoadTypes, 1);
            roads[0].SetupRoad(trackPlaying.RoadTypes, 2);
            roadLength = roadOn.MainBounds.size.y;
        }