Logic Animators
Animators are a built in component of unity. They are designed to control animations so that multiple animations can flow between each other as well as on top of each other. An example of the traditional use of animator would be a character's movement, which would have a walk cycle, turn, crouch, run, jump, etc. Animations and by extension animators have more control of unity components than just movement, and because of this animators can be used to control states, making it possible to create an animator that is a Finite-state machine.
To create an animator you will need to create an animator controller in your assets window. Add the animator component to the object or parent of the object you will be controlling and add the animator controller asset you just made to that component.
Animator Parameters:
To control the flow of an animator, parameters need to be set up. Parameters contain a type and name (called a string). A transition between two different animations does not need to contain a parameter to function, but it can also contain more than one parameter if desired. The types of parameters are as follows:
Trigger: A type that contains one bit of information. When the parameter’s value will be exhausted when it is used.
Bool: A type that contains two bits of information, true or false. When the parameter is used it’s value will persist until it’s value is changed.
Int: A type that uses integer numbers (1, 2, 3, etc). When the parameter is used it’s value will persist until it’s value is changed.
Float: A type that uses numbers with fractions (1, 1.2, 2, 2.03, etc). When the parameter is used it’s value will persist until it’s value is changed.