Enemy only plays Run animation!

Hi!! I have a enemy ai script and it works fine. But when I tried to add the animation code to it, the only animation it plays is the RUN animation. When the scene starts he’s just in T-Pose but when he starts following me he plays the RUN animation and it doesn’t stop.
Here’s my script (commented portion is what I put in)

#pragma strict

var target : Transform; //the enemy's target
var moveSpeed = 3; //move speed
var rotationSpeed = 3; //speed of turning
var range : float = 10f;
var range2 : float = 10f;
var stop : float = 6f;;
var myTransform : Transform; //current transform data of this enemy
//public var Idle : AnimationClip;   				**MY INPUT**
//public var Run : AnimationClip;					**MY INPUT**
//public var Attack : AnimationClip;				**MY INPUT**
//public var Die : AnimationClip;					**MY INPUT**


function Awake()
{
    myTransform = transform; //cache transform data for easy access/preformance
}
 
function Start()
{
     target = GameObject.FindWithTag("Player").transform; //target the player
 
}
 
function Update () {
    //rotate to look at the player
    var distance = Vector3.Distance(myTransform.position, target.position);
    if (distance<=range2 &&  distance>=range){
    myTransform.rotation = Quaternion.Slerp(myTransform.rotation,
    Quaternion.LookRotation(target.position - myTransform.position), rotationSpeed*Time.deltaTime);
    
    }
 
 
    else if(distance<=range && distance>stop){
 
    //move towards the player
    
    
    myTransform.rotation = Quaternion.Slerp(myTransform.rotation,
    Quaternion.LookRotation(target.position - myTransform.position), rotationSpeed*Time.deltaTime);
    myTransform.position += myTransform.forward * moveSpeed * Time.deltaTime;
    
    /*if(moveSpeed < 3)									**MY INPUT**		
    {
		animation.CrossFade(Idle.name);					**MY INPUT**
	}
    if(moveSpeed > 3)									**MY INPUT**
    {
		animation.CrossFade(Run.name);					**MY INPUT**
    
    }*/
    
    
    else if (distance<=stop) {
    myTransform.rotation = Quaternion.Slerp(myTransform.rotation,
    Quaternion.LookRotation(target.position - myTransform.position), rotationSpeed*Time.deltaTime);
    }
 

}

I did the best to my knowledge. PLEASE HELP!!! Thx!!

you want to make a variable called chase or something, and when he is within chasing distance make it true and if he isnt make it false. then you just have to make the animation chase play when it is true and then have an else statement saying play idle animation.

so just add

var chasing : boolean = false;

then change these lines

/*if(moveSpeed < 3)                                    **MY INPUT**        
    {
        animation.CrossFade(Idle.name);                    **MY INPUT**
    }
    if(moveSpeed > 3)                                   **MY INPUT**
    {
        animation.CrossFade(Run.name);                  **MY INPUT**
 
    }*/

to

/*if(moveSpeed < 3 && chasing == true)                                    **MY INPUT**        
    {
        animation.CrossFade(Idle.name);                    **MY INPUT**
    }
    if(moveSpeed > 3  && chasing == true)                                   **MY INPUT**
    {
        animation.CrossFade(Run.name);                  **MY INPUT**
 
    }*/

then just set the variable chasing to true when it is chasing and false in every other state.