bool ContainsState(AlmenaraGames.MLPASAnimatorSFX state, out ValuesOverride valuesOverride)
        {
            if (newValues.Exists(x => x.stateName == state.runtimeStateName && x.layer == state.transitionLayer))
            {
                valuesOverride = newValues.Find(x => x.stateName == state.runtimeStateName && x.layer == state.transitionLayer);
                return(true);
            }

            valuesOverride = null;
            return(false);
        }
            bool ContainsStateEditor(AlmenaraGames.MLPASAnimatorSFX state, out ValuesOverride valuesOverride)
            {
                UnityEditor.Animations.StateMachineBehaviourContext[] context = UnityEditor.Animations.AnimatorController.FindStateMachineBehaviourContext(state);
                UnityEditor.Animations.AnimatorState        cState            = (context[0].animatorObject as UnityEditor.Animations.AnimatorState);
                UnityEditor.Animations.AnimatorStateMachine cStateMachine     = (context[0].animatorObject as UnityEditor.Animations.AnimatorStateMachine);

                string stateName = cState != null ? cState.name : cStateMachine.name;
                int    layer     = context[0].layerIndex;

                if ((obj.targetObject as MLPASAnimatorSFXController).newValues.Exists(x => x.stateName == stateName && x.layer == layer))
                {
                    valuesOverride = (obj.targetObject as MLPASAnimatorSFXController).newValues.Find(x => x.stateName == stateName && x.layer == layer);
                    return(true);
                }

                valuesOverride = null;
                return(false);
            }