animation transitioning but not playing?? (still need help)

I’m making a dash ability. the dash works fine, however for some reason the animation isn’t functioning. the transition is working fine, and the first frame of the animation plays, but that’s it. I don’t really know why. when I create the animation clip I can preview it, and it plays fine, but after running the game I am no longer able to preview it or modify it (outside of just deleting it) has anyone had this issue before? and if so, do you know how to fix it? thanks!

could it have to do with how i’m transitioning in the code??

public class PlayerDash : MonoBehaviour
{
    public DashState dashState;
    public float dashTimer;
    public float maxDash = 3f;
    public float forceAmount = 10;

    public Rigidbody2D rb2d;

    public Animator animator;

    // Update is called once per frame
    void Update()
    {
        switch (dashState)
        {
            case DashState.Ready:
                var isDashKeyDown = Input.GetMouseButtonDown(0);
                if (isDashKeyDown)
                {
                    //Get the position of this object in screen-coordinates
                    Vector3 posInScreen = Camera.main.WorldToScreenPoint(transform.position);

                    //You can calculate the direction from point A to point B using Vector3 dirAtoB = B - A;
                    Vector3 dirToMouse = Input.mousePosition - posInScreen;

                    //We normalize the direction (= make length of 1). This is to avoid the object moving with greater force when I click further away
                    dirToMouse.Normalize();

                    //Adding the force to the 2D Rigidbody, multiplied by forceAmount, which can be set in the Inspector
                    rb2d.velocity = dirToMouse * forceAmount;

                    dashState = DashState.Dashing;

                }
                break;

            case DashState.Dashing:
                dashTimer += Time.deltaTime * 3;
                animator.SetBool("Dash", true);
                if (dashTimer >= maxDash)
                {
                    dashTimer = maxDash;
                    dashState = DashState.Cooldown;
                }
                break;

            case DashState.Cooldown:
                dashTimer -= Time.deltaTime;
                
                if (dashTimer <= 3)
                {
                    animator.SetBool("Dash", false);
                }

                if (dashTimer <= 0)
                {
                    dashTimer = 0;
                    dashState = DashState.Ready;
                }
                break;
        }
        
    }
}
public enum DashState
{
    Ready,
    Dashing,
    Cooldown
}

hlep

178629-example.gif
this is an example of the animation, it stays on the first frame :c