fn clear_anim(&mut self, asset: &mut Asset, context: &ScreenContext) {
        if let Some(selection) = context.curr_tile {
            if let Some(map)= asset.tileset.maps.get_mut(&asset.tileset.maps_ids[context.curr_tileset_index]) {
                let mut tile = map.get_tile(&selection);

                tile.anim_tiles = vec![];

                map.set_tile(selection, tile);
                map.save_settings();
            }
        }
    }
/// Clears the tile anim for the current tile
Clears the tile anim for the current tile
Clears the tile anim for the current tile
fn clear_anim(&mut self, asset: &mut Asset, context: &ScreenContext) {
        if let Some(selection) = context.curr_tile {
            if let Some(map)= asset.tileset.maps.get_mut(&asset.tileset.maps_ids[context.curr_tileset_index]) {
                let mut tile = map.get_tile(&selection);
                tile.anim_tiles = vec![];
                map.set_tile(selection, tile);
                map.save_settings();
            }
        }
    }
fn clear_anim ( & mut self , asset : & mut Asset , context : & ScreenContext ) { if let Some ( selection ) = context . curr_tile { if let Some ( map ) = asset . tileset . maps . get_mut ( & asset . tileset . maps_ids [ context . curr_tileset_index ] ) { let mut tile = map . get_tile ( & selection ) ; tile . anim_tiles = vec ! [ ] ; map . set_tile ( selection , tile ) ; map . save_settings ( ) ; } } }
Clears the tile anim for the current tile
Clears the tile anim for the current tile
&mut self
asset
&mut Asset
context
&ScreenContext
&mut self
asset
&mut Asset
context
&ScreenContext