[Animation] Variable shall have same value

Hello there folks,

i have following function, which is called in Update() (i am using Smooth Moves for the Animations by the way):

void SheepAnimation()
	{	
		if(m_bFinished == false)
		{
			BA_Wollkuh.Play("Eating");
			m_bFinished = true;

		}
		
		if(m_bFinished == true)
		{
			if(!BA_Wollkuh.IsPlaying("Eating"))
			{
				BA_Wollkuh.CrossFade("EatingGrass_1");
			}
		}
		
		m_fBlinktimeLeft -= Time.deltaTime;
		
		if(BA_Wollkuh.IsPlaying("EatingGrass_1"))
		{
			if(m_fBlinktimeLeft <= 0)
			{
				BA_Wollkuh.Play("Blinking");
			
				m_fBlinktimeLeft = UnityEngine.Random.Range(m_fminBlinktime, m_fmaxBlinktime);

			}
			
			m_fRolleyetimeLeft -= Time.deltaTime;
			Debug.Log(m_fBlinktimeLeft);

			
			if(m_fRolleyetimeLeft <= -15)
			{
				if(BA_Wollkuh.IsPlaying("Blinking"))
				{
					BA_Wollkuh.Play("Rolleyes");
				}
				
			}

			
		}

I have the Variable called float “m_fBlinktimeLeft” and i change the value by -= Time.deltaTime. As you see, after it is below 0 an animation is played, after that another value is counted down, till it reaches -15, when the “Blinking”-Animation stops and the other called “Rolleyes” starts.

My question is: I want to switch back to the “Blinking”-Animation after an certain amount of time, like 20 seconds (that means, the “Rolleyes”-Animation was played then for 20 seconds in the loop) and i wanted to know, HOW i set my “m_fBlinktimeLeft”-Value back to the value it had before the script started.
If i set it anywhere in the function to 0, nothing works properly (of course), because, well yeah, it is set to zero, and there is no “Blinking”-Animation at all.

Thanks in advance!

It’s okay, i got a solution, i did a workaround with an another Random-Variable :wink: