AnimatorStateRevertPlay

using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.Animations;


public class AnimatorStateRevertPlay : StateMachineBehaviour {
    public string normalizeTimeName = "NTime";
    public string speedMultiplierName = "SpeedMultiplier";
    public string nextStateName = "";


    float ntime;
    float speedMulti;
    bool isInTransition;
    float animPlaySpeed;


    public override void OnStateEnter(Animator animator, AnimatorStateInfo stateInfo, int layerIndex)
    {
        animPlaySpeed = 1.0f / stateInfo.length;
        speedMulti = animator.GetFloat(speedMultiplierName);
        ntime = speedMulti < 0 ? 1 : 0;
        isInTransition = false;
    }


    public override void OnStateUpdate(Animator animator, AnimatorStateInfo stateInfo, int layerIndex, AnimatorControllerPlayable controller)
    {
        if (isInTransition)
            return;
        //play process
        speedMulti = animator.GetFloat(speedMultiplierName);
        ntime += animPlaySpeed * speedMulti * Time.deltaTime;
        ntime = Mathf.Clamp01(ntime);
        animator.SetFloat(normalizeTimeName, ntime);
        //exit
        if(speedMulti < 0 && ntime==0)
        {
            if (!string.IsNullOrEmpty(nextStateName))
            {
                animator.CrossFade(nextStateName,0.1f);
                isInTransition = true;
            }
        }
    }
}
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