/// <summary>
 /// Copies to from individual room templates to shared tilemaps.
 /// </summary>
 /// <remarks>
 /// The order is important. First, copy all basic rooms and only then copy corridor rooms.
 /// </remarks>
 /// <param name="level"></param>
 public static void CopyTilesToSharedTilemaps(GeneratedLevel level)
 {
     PostProcessUtils.CopyTilesToSharedTilemaps(level);
 }
 /// <summary>
 /// Disables colliders of individual room template tilemaps in the generated level.
 /// The goal is to try to keep triggers functioning.
 /// </summary>
 /// <param name="level"></param>
 public static void DisableRoomTemplateColliders(GeneratedLevel level)
 {
     PostProcessUtils.DisableRoomTemplatesColliders(level);
 }
 /// <summary>
 /// Sets a given material to all shared tilemap layers.
 /// </summary>
 /// <param name="level"></param>
 /// <param name="tilemapMaterial"></param>
 public static void SetTilemapsMaterial(GeneratedLevel level, Material tilemapMaterial)
 {
     PostProcessUtils.SetTilemapsMaterial(level, tilemapMaterial);
 }
 /// <summary>
 /// Runs the post-processing logic with a given generated level and corresponding level description.
 /// </summary>
 public virtual void Run(GeneratedLevel level, LevelDescription levelDescription)
 {
 }