Character controler Script

I am trying to make it so I can have a Run when the user presses down the LeftShift. I get this error: Assets/UMA/Example/Scripts/Locomotion.cs(29,41): error CS0019: Operator &&' cannot be applied to operands of type float’ and bool. And I also get this error too: Assets/UMA/Example/Scripts/Locomotion.cs(30,41): error CS0019: Operator &&’ cannot be applied to operands of type float' and bool’. I am not sure how to fix it at this point, any help would be great.
This is the script:
using UnityEngine;
using System.Collections;

public class Locomotion : MonoBehaviour {

	protected Animator animator;
	public float DirectionDampTime = .25f;

	void Start () 
	{
		animator = GetComponent<Animator>();
	
		if (animator == null) return;
		if(animator.layerCount >= 2)
			animator.SetLayerWeight(1, 1);
	}
		
	void Update () 
	{
		if (animator)
		{		
      		float h = Input.GetAxis("Horizontal");
        	float v = Input.GetAxis("Vertical");
			
			animator.SetFloat("Walk", h*h+v*v);
            animator.SetFloat("Direction", h, DirectionDampTime, Time.deltaTime);	
		} else if (animator)
		{
			float h = Input.GetAxis ("Horizontal") && Input.GetKeyDown (KeyCode.LeftShift);
			float v = Input.GetAxis ("Vertical") && Input.GetKeyDown (KeyCode.LeftShift);

			animator.SetFloat("Run", h*h+v*v);
			animator.SetFloat("Direction", h, DirectionDampTime, Time.deltaTime);
		}
		else
		{
			animator = GetComponent<Animator>();
		}
	}

	
	void OnCollisionEnter(Collision collision)
	{
		Debug.Log(collision.collider.name + ":" + name);
	}

}

void Update ()
{
if (animator)
{
float h = Input.GetAxis(“Horizontal”);
float v = Input.GetAxis(“Vertical”);

		animator.SetFloat("Walk", h*h+v*v);
		animator.SetFloat("Direction", h, DirectionDampTime, Time.deltaTime);    
	} else if (animator && Input.GetKeyDown (KeyCode.LeftShift))
	{

			float h = Input.GetAxis ("Horizontal");
			float v = Input.GetAxis ("Vertical");
		
			animator.SetFloat("Run", h*h+v*v);
			animator.SetFloat("Direction", h, DirectionDampTime, Time.deltaTime);
	}
	else
	{
		animator = GetComponent<Animator>();
	}
}