Animation problems/ accessing other scripts

Question 1: Unity says that the lines that say:
“case Playerstate.animationname:”
have an unknown identifier “Playerstate”

    #pragma strict
    import UnityEngine;
    import System.Collections;
    @System.NonSerialized
    var controller : CharacterController;
    //@System.NonSerialized
    //var motor : CharacterMotor;
    @System.NonSerialized
    var charVelocity : Vector3;
    public var lockedAnimation : boolean = false;
    public var isDead : boolean = false;
    
    	public enum PlayerState {
    		Idle,
    		Walking,
    		Running,
    		Jumping,
    		Falling,
    		Landing,
    		Dead,
    		Locked,
    		Crouching,
    		CrouchWalking
    		}
    	
    	public var state : PlayerState;
    	public var prevState : PlayerState;	
    	
    	function Start () {
    	animation["idle"].wrapMode = WrapMode.Loop;
    	animation["jump_pose"].wrapMode = WrapMode.ClampForever;
    	animation["walk"].wrapMode = WrapMode.Loop;
    	animation["run"].wrapMode = WrapMode.Loop;
    	}
    
    	function LateUpdate () {
//              I am trying to access the velocity from another script "CharacterMotor"
    		charVelocity = CharacterMotor.movement.velocity;
    		CalculateState();
    		ApplyState(); 
    	}
    	
    	function CalculateState(){
-----------------------OMITTED------------------------------

    	}

    	function ApplyState(){
    		switch(state){
    		case Playerstate.Idle:
    			animation.CrossFade("idle");
    			break;
    		case Playerstate.Walking:
    			animation.CrossFade("walk");
    			break;
    		case Playerstate.Running:
    			animation.CrossFade("run");
    			break;
    //		case Playerstate.Jumping:
    //		
    		case Playerstate.Falling:
    			animation.CrossFade("jump_pose");
    			break;
    //		case Playerstate.Landing:
    //		
    //		case Playerstate.Dead:
    //		
    //		case Playerstate.Locked:
    //		
    //		case Playerstate.Crouching:
    //		
    //		case Playerstate.CrouchWalking:
    //		
    		}
    	}
    	prevState = state;
    @script RequireComponent (CharacterMotor)

Question 2: I don’t know if I am accessing my script “CharacterMotor” correctly. in function LateUpdate. The variable movement in “CharacterMotor” is based off a class that has a component of velocity. I don’t think i can make the movement variable static because it is modified.

Thank you in advance to anybody willing to take their time to help!

The line case Playerstate.animationname doesn’t appear in your code sample anywhere…

However, all your lines that refer to Playerstate.Idle, Playerstate.Walking etc. should be PlayerState.Idle, PlayerState.Walking (captial S)