Animator not switching states, please help (Solved)

I am trying to animate a walk and the animator will not switch states. Here are my scripts

// Enemy_Skeleton (attached to parent object of animator)

public class Enemy_Skeleton : Enemy
{
#region States

public SkeletonIdleState chillState { get; private set; }

public SkeletonMoveState walkState { get; private set; }
#endregion

protected override void Awake()
{
    base.Awake();

    chillState = new SkeletonIdleState(this, stateMachine, "Chill", this);
    walkState = new SkeletonMoveState(this, stateMachine, "Walk", this);
}

protected override void Start()
{
    base.Start();
    stateMachine.Initialize(chillState);
}

protected override void Update()
{
    base.Update();
}

}

// movestate script

using UnityEngine;

public class SkeletonMoveState : EnemyState
{

private Enemy_Skeleton enemy;
public SkeletonMoveState(Enemy _enemyBase, EnemyStateMachine _stateMachine, string _animBoolName, Enemy_Skeleton _enemy) : base(_enemyBase, _stateMachine, _animBoolName)
{
    this.enemy = _enemy;
}



public override void Enter()
{
    base.Enter();
    
}



public override void Exit()
{
    base.Exit();
}

public override void Update()
{
    base.Update();

    

    enemy.SetVelocity(enemy.moveSpeed * enemy.facingDir, enemy.rb.linearVelocity.y);

    if (enemy.ISWallDetected() || !enemy.isGroundDetected())
    {
        enemy.Flip();
    }
}

}

// idlestate script

using UnityEngine;

public class SkeletonIdleState : EnemyState
{

Enemy_Skeleton enemy;
public SkeletonIdleState(Enemy _enemyBase, EnemyStateMachine _stateMachine, string _animBoolName,Enemy_Skeleton _enemy) : base(_enemy, _stateMachine, _animBoolName)
{
    enemy = _enemy;
}

public override void Enter()
{
    base.Enter();

    stateTimer = enemy.idleTime;
}

public override void Exit()
{
    base.Exit();
}

public override void Update()
{
    base.Update();

    if (stateTimer < 0)
    {
        stateMachine.ChangeState(enemy.walkState);
    }
}

}

// Enemy script

using UnityEngine;

public class Enemy : Entity
{

[Header("Move info")]
public float moveSpeed;
public float idleTime;


public EnemyStateMachine stateMachine { get; private set; }

protected override void Awake()
{
    base.Awake();
    stateMachine = new EnemyStateMachine();
}

protected override void Update()
{
    base.Update();

    stateMachine.currentState.Update();
}

}

// enemy state script

using UnityEngine;

public class EnemyState
{
protected EnemyStateMachine stateMachine;
protected Enemy enemyBase;

private string animBoolName;

protected float stateTimer;
protected bool triggerCalled;

public EnemyState(Enemy _enemyBase, EnemyStateMachine _stateMachine, string _animBoolName)
{
    this.enemyBase = _enemyBase;
    this.stateMachine = _stateMachine;
    this.animBoolName = _animBoolName;
}

public virtual void Update()
{
    stateTimer -= Time.deltaTime;
}

public virtual void Enter()
{
    triggerCalled = false;
    enemyBase.anim.SetBool(animBoolName, true);
}

public virtual void Exit()
{
    enemyBase.anim.SetBool(animBoolName, false);

}

}

// entity script

using UnityEngine;

public class Entity : MonoBehaviour
{
#region Components
public Animator anim { get; private set; }
public Rigidbody2D rb { get; private set; }

#endregion

[Header("Collision info")]
[SerializeField] protected Transform groundCheck;
[SerializeField] protected float groundCheckDistance;
[SerializeField] protected Transform wallCheck;
[SerializeField] protected float wallCheckDistance;
[SerializeField] protected LayerMask whatIsGround;

public int facingDir { get; private set; } = 1;
private bool facingRight = true;

protected virtual void Awake()
{

}

protected virtual void Start()
{
    anim = GetComponentInChildren<Animator>();
    rb = GetComponent<Rigidbody2D>();
}

protected virtual void Update()
{

}

#region Collision

public virtual bool isGroundDetected() => Physics2D.Raycast(groundCheck.position, Vector2.down, groundCheckDistance, whatIsGround);
public virtual bool ISWallDetected() => Physics2D.Raycast(wallCheck.position, Vector2.right * facingDir, wallCheckDistance, whatIsGround);

protected virtual void OnDrawGizmos()
{
    Gizmos.DrawLine(groundCheck.position, new Vector3(groundCheck.position.x, groundCheck.position.y - groundCheckDistance));
    Gizmos.DrawLine(wallCheck.position, new Vector3(wallCheck.position.x + wallCheckDistance, wallCheck.position.y));
}
#endregion

#region Flip

public virtual void Flip()
{
    facingDir = facingDir * -1;
    facingRight = !facingRight;
    transform.Rotate(0, 180, 0);
}

public virtual void FlipController(float _x)
{
    if (_x > 0 && !facingRight)
        Flip();
    else if (_x < 0 && facingRight)
        Flip();
}
#endregion

#region Velocity

public void ZeroVelocity()
{
    rb.linearVelocity = new Vector2(0, 0);
}
public void SetVelocity(float _xVelocity, float _yVelocity)
{
    rb.linearVelocity = new Vector2(_xVelocity, _yVelocity);
    FlipController(_xVelocity);
}
#endregion

}


// Any help with fixing this issue would be greatly appreciated. I copied everything in the tutorial and it should be working fine. Here's a picture
![Screenshot 2025-01-05 225126|690x426](upload://lti5kT7pb7YeM5elPYcqj7LQ4g2.png)
 as well of the animator and what is happening. 
![Screenshot 2025-01-05 225038|690x424](upload://4VSE8tgb00MR3XgS6UIhTcqTwjx.png)