public void CreateRoom(TileMapSaveData saveFile)
    {
        var room = new BaseFixedRoomData();

        room.name = saveUtility.fileName;
        ApplyToRoom(room, saveFile);
        UnityEditor.AssetDatabase.CreateAsset(room, saveUtility.GetAssetPath("asset"));
        //UnityEditor.AssetDatabase.SaveAssets();
    }