/// <summary>
        /// Updates focus values bassed on whether we are increasing
        /// texture num in focus or decreasing it
        /// </summary>
        /// <param name="increase"></param>
        private void UpdateFocus(bool increase)
        {
            Vector3       offset     = new Vector3((back.sizeDelta.x * 0.5f) + carImageOne.rect.width, 0);
            List <Sprite> carSprites = InRoomManager.Instance.GetSelectableCarSprites();

            if (increase)
            {
                //update texture number in focus (increasing it)
                bool outOfbounds = TextureNumInFocus == carSprites.Count;
                TextureNumInFocus = outOfbounds ? 1 : TextureNumInFocus + 1;
                //set position of car out of focus to the right of back
                carOutOfFocus.transform.position = back.position - offset;
            }
            else
            {
                //update texture number in focus (decreasing it)
                bool outOfbounds = TextureNumInFocus == 1;
                TextureNumInFocus = outOfbounds ? carSprites.Count : TextureNumInFocus - 1;
                //set position of car out of focus to the right of back
                carOutOfFocus.transform.position = back.position + offset;
            }
            //set new car sprite based on texture num in focus
            Image image = carOutOfFocus.GetComponent <Image>();

            image.sprite = carSprites[TextureNumInFocus - 1];
            carName.text = carNames[TextureNumInFocus - 1];
            if (!CarTextureColors.ContainsKey(TextureNumInFocus))
            {
                //if the texture colors dictionary doesn't contain the colors, add it
                CarTextureColors.Add(TextureNumInFocus, ((Texture2D)image.mainTexture).GetPixels());
            }
            UpdateImageInVisability(carOutOfFocus, carOutOfFocus.GetComponent <RectTransform>().rect);
        }
        /// <summary>
        /// Adds given texture to the dictionary, using its last
        /// character as digit as key
        /// </summary>
        /// <param name="tex"></param>
        private void AddTextureToDictionary(Texture2D tex)
        {
            int num = int.Parse(tex.name.Substring(tex.name.Length - 1));

            CarTextureColors.Add(num, tex.GetPixels());
        }