title: PlayQueued with different animation states
body: <p>Just make any animation and try to use my code on it. What i'm trying to achieve is to play animation using PlayQueued multiple times, each time with different animation state for example to reverse the animation.</p>
  
  <pre><code>using UnityEngine;
  using System.Collections;
  
  public class NewBehaviourScript : MonoBehaviour {
  
      Animation a;
  
      void Start () {
          a = animation;
          Invoke("PlayAnimation3",0.3f);
      }
  
      void PlayAnimation0(){
          //no problem at all...
          a.PlayQueued("simpleAnimation");
          a.PlayQueued("simpleAnimation");
          a.PlayQueued("simpleAnimation");
      }
  
      void PlayAnimation1(){
          //but when you change AnimationState...
          a.PlayQueued("simpleAnimation");
          AnimationState as0 = a.PlayQueued("simpleAnimation");
          as0.time = as0.length;
          as0.speed = -1f;
          AnimationState as1 = a.PlayQueued("simpleAnimation");
          //... the last AnimationState is the one that counts
          as1.time = 0f;
          as1.speed = 1f;
      }
  
      void PlayAnimation2(){
          //making a copy of animation does not help
          a.PlayQueued("simpleAnimation");
          AnimationState as0 = a.PlayQueued("simpleAnimation");
          as0.time = as0.length;
          as0.speed = -1f;
          AnimationState as1 = a.PlayQueued("simpleAnimationCopy");
          as1.time = 0f;
          as1.speed = 1f;
      }
  
      void PlayAnimation3(){
          //it seems duplicated animations have common AnimationState...
          a["simpleAnimationCopy"].time =a["simpleAnimationCopy"].length;
          a["simpleAnimationCopy"].speed =-1f;
          a.Play("simpleAnimation");
          a.PlayQueued("simpleAnimationCopy");
          a.PlayQueued("simpleAnimation");
      }
  
      void PlayAnimation4(){
          //any ideas? how to use PlayQueued with different animation states?
      }
  
  }
  </code></pre>