Help Health MiniBoss Script

So I want to make the health for the mini boss when the health reaches a certain number then state 2 and 3 animations will be active. But when I try with my script it doesn’t work even the die, only the getHit animation works

Script MiniBoss Enemy=

public void TakeDamage(int damageAmount)
    {
        currentHealth -= damageAmount;
       if (currentHealth <= 50)
        {
            animator.SetTrigger("State2Trigger");
        }
        if (currentHealth <= 25)
        {
            animator.SetTrigger("State3Trigger");
        }

        if (currentHealth <= 0)
        {
            Die();
        } else 
        {
             animator.SetTrigger("getHit");
        }
    }
protected void Die() 
    {
		dead = true;
		if (OnDeath != null) {
			OnDeath();
		}
		GameObject.Destroy (gameObject);
               animator.SetTrigger("die");
               GetComponent<Collider>().enabled=false;
	}

You’re missing a few else keywords. Also, the order in which you check the health is very important.

If you want to check if the health is <= (less than or equal) then the lowest health values should be checked first (health <= 0, else health <= 25, else health <= 50, else …).

If you want to check if the health is >= (greater than or equal) then the highest health values should be checked first (health >= 50, else health >= 25, else health >= 0, else …).

public void TakeDamage(int damageAmount)
{
    currentHealth -= damageAmount;
    
    if (currentHealth <= 0)
    {
        Die();
    }
    else // <-- This else is very important!
    if (currentHealth <= 25)
    {
        animator.SetTrigger("State3Trigger");
    }
    else // <-- This else is very important!
    if (currentHealth <= 50)
    {
        animator.SetTrigger("State2Trigger");
    }
    else // <-- This else is very important!
    {
        // TODO: Is the "getHit" animation the one to play when taking damage while the health is above 50? Or is this a misunderstanding on my part? - Ady
        animator.SetTrigger("getHit");
    }
}

protected void Die() 
{
    dead = true;
    if (OnDeath != null) {
        OnDeath();
    }
    GameObject.Destroy (gameObject);
            animator.SetTrigger("die");
            GetComponent<Collider>().enabled=false;
}