/// <summary>
    /// Generate the selected tiles
    /// </summary>
    /// <param name="path"></param>
    /// <param name="sub_blocks"></param>
    /// <param name="sub_blocksto_import"></param>
    /// <param name="wBlock"></param>
    /// <param name="hBlock"></param>
    public virtual void Generate_Tiles(string path, List <Texture2D> sub_blocks, List <bool> sub_blocksto_import, int wBlock, int hBlock)
    {
        //create the final directory for the auto tile
        if (!Directory.Exists(Tiles_Utility.Auto_Tile_Folder_Path))
        {
            Directory.CreateDirectory(Tiles_Utility.Auto_Tile_Folder_Path);
        }

        //create the final directory for the generated Images
        if (!Directory.Exists(Tiles_Utility.final_image_folder_path))
        {
            Directory.CreateDirectory(Tiles_Utility.final_image_folder_path);
        }

        //create the folder for that specific file image
        string fileName = Path.GetFileNameWithoutExtension(path);
        string loaded_file_image_path = string.Format(@"{0}/_{1}", Tiles_Utility.final_image_folder_path, fileName); //ex rtp_import\Outside_A2\single_block_folder\final_tile\Image

        if (!Directory.Exists(loaded_file_image_path))
        {
            Directory.CreateDirectory(loaded_file_image_path);
        }

        List <string> images_path = new List <string>();//list of the folder of the imported tiles

        //foreach sub pieces in the image. If it's an animated auto tile 3 consecutive sub blocks are 3 frame of the animation
        for (int sub_block_count = 0; sub_block_count < sub_blocks_to_import.Count; sub_block_count++)
        {
            //If the current sub is not selected to process than skip it
            if (!sub_blocks_to_import[sub_block_count])
            {
                continue;
            }

            int       tiles_counter = 0; //set zero to che final tile counter
            Texture2D sub_piece     = sub_blocks[sub_block_count];

            //save each final tile to its own image
            var    tile_bytes     = sub_blocks[sub_block_count].EncodeToPNG();
            string tile_file_path = string.Format(@"{0}/_{1}_{2}_{3:000}.png", loaded_file_image_path,
                                                  Path.GetFileNameWithoutExtension(path), sub_block_count, tiles_counter);


            images_path.Add(tile_file_path);

            File.WriteAllBytes(tile_file_path, tile_bytes);
            TextureImporter importer = AssetImporter.GetAtPath(tile_file_path) as TextureImporter;
            if (importer != null)
            {
                importer.textureType         = TextureImporterType.Sprite;
                importer.spriteImportMode    = SpriteImportMode.Single;
                importer.filterMode          = FilterMode.Point;
                importer.spritePixelsPerUnit = hBlock;
                importer.compressionQuality  = 0;
                importer.maxTextureSize      = wBlock;
                importer.SaveAndReimport();
            }

            tiles_counter++;
        }
        AssetDatabase.Refresh(); //refresh asset database

        //generate the fixed Auto tiles
        for (int i = 0; i < images_path.Count; i++)
        {
            Tiles_A5_Utility.Generate_A5_Tile(path, images_path[i]);
        }
    }