static ControllerStateMachine ConverStateMachine(UnityEditorInternal.StateMachine stateMachine, ControllerState[] states)
 {
     return new ControllerStateMachine() {
         name = stateMachine.name,
         hash = Animator.StringToHash(stateMachine.name),
         states = states.Where(i => stateMachine.EnumerateStates().Any(j => j.uniqueNameHash==i.uniqueNameHash)).ToArray(),
         subStateMachines = Enumerable.Range(0, stateMachine.stateMachineCount).Select(i => ConverStateMachine(stateMachine.GetStateMachine(i),states)).ToArray()
     };
 }