# ParameterTransition

It determines the value of Parameter and makes a transition.

![ParameterTransition](./images/ParameterTransition.png)

## Properties

<table border="1" class="docutils">
<thead>
<tr><th>Property Name</th><th>Description</th></tr>
</thead>
<tbody valign="top">
<tr>
<td>
Conditions
</td>
<td>
Set the judgment condition.
            <ul><li>+ Button Add condition.</li></ul><table border="1" class="docutils">
<thead>
<tr><th>Field Name</th><th>Description</th></tr>
</thead>
<tbody valign="top">
<tr>
<td>Reference</td>
<td>
            Parameter reference
            </td>
</tr>
<tr>
<td>Parameter Type</td>
<td>
            Parameters to be referenced. Used when reference.type is other than ParameterReferenceType.Constant.
            </td>
</tr>
<tr>
<td>Reference Type</td>
<td>
            Parameters to be referenced type. Used when reference.type is other than ParameterReferenceType.Constant.
            </td>
</tr>
<tr>
<td>Compare Type</td>
<td>
            Compare type
            <dl class="docutils">
<dt>Equals</dt><dd>
            Value1 == Value2
            </dd>
<dt>Not Equals</dt><dd>
            Value1 != Value2
            </dd>
<dt>Greater</dt><dd>
            Value1 &gt; Value2
            </dd>
<dt>Greater Or Equals</dt><dd>
            Value1 &gt;= Value2
            </dd>
<dt>Less</dt><dd>
            Value1 &lt; Value2
            </dd>
<dt>Less Or Equals</dt><dd>
            Value1 &lt;= Value2
            </dd>
</dl></td>
</tr>
<tr>
<td>Int Value</td>
<td>
            int value to compare
            </td>
</tr>
<tr>
<td>Long Value</td>
<td>
            long value to compare
            </td>
</tr>
<tr>
<td>Float Value</td>
<td>
            float value to compare
            </td>
</tr>
<tr>
<td>Bool Value</td>
<td>
            bool value to compare
            </td>
</tr>
<tr>
<td>String Value</td>
<td>
            string value to compare
            </td>
</tr>
<tr>
<td>Enum Value</td>
<td>
            Enum value to compare
            </td>
</tr>
<tr>
<td>Game Object Value</td>
<td>
            GameObject value to compare
            </td>
</tr>
<tr>
<td>Vector 2 Value</td>
<td>
            Vector2 value to compare
            </td>
</tr>
<tr>
<td>Vector 3 Value</td>
<td>
            Vector3 value to compare
            </td>
</tr>
<tr>
<td>Quaternion Value</td>
<td>
            Quaternion value to compare
            </td>
</tr>
<tr>
<td>Rect Value</td>
<td>
            Rect value to compare
            </td>
</tr>
<tr>
<td>Bounds Value</td>
<td>
            Bounds value to compare
            </td>
</tr>
<tr>
<td>Color Value</td>
<td>
            Color value to compare
            </td>
</tr>
<tr>
<td>Transform Value</td>
<td>
            Transform value to compare
            </td>
</tr>
<tr>
<td>Rect Transform Value</td>
<td>
            RectTransform value to compare
            </td>
</tr>
<tr>
<td>Rigidbody Value</td>
<td>
            Rigidbody value to compare
            </td>
</tr>
<tr>
<td>Rigidbody 2D Value</td>
<td>
            Rigidbody2D value to compare
            </td>
</tr>
<tr>
<td>Component Value</td>
<td>
            Component value to compare
            </td>
</tr>
</tbody>
</table>
</td>
</tr>
<tr>
<td>
Next State
</td>
<td>
Transition destination state.
</td>
</tr>
 </tbody>
</table>


## Remarks

When more than one Condition is set, it transits only when all comparison results become true.

