How can I stop animation from replaying and keep playing?

I try to play die animation when the enemy health points reaches less than 10, but the problem is the animation die clip is keep playing and not stop, here is the code:

using UnityEngine;
using System.Collections;

public class EnemyAI : MonoBehaviour {
	
	Transform target;
	int rotationSpeed;
	int moveSpeed;
	float followDistance; 
	bool canMove;
	bool isDead = false;
	
	// Use this for initialization
	void Start () {
		
		GameObject go = GameObject.FindGameObjectWithTag("Player");
				
		target = go.transform;
		
		rotationSpeed = 28;
		moveSpeed = 5;
		followDistance = 5f;
		canMove = false;
		
		animation["die"].wrapMode = WrapMode.Once;
	}
	
	

	// Update is called once per frame
	void Update () {
		
		EnemyMove ();
		
	}
	
	void EnemyMove()
	{				
		transform.rotation = Quaternion.Slerp(transform.rotation,Quaternion.LookRotation (target.position - transform.position),
			rotationSpeed );
		
		EnemyHealth eh =(EnemyHealth) gameObject.GetComponent("EnemyHealth");

		if(canMove){
			transform.position += transform.forward * moveSpeed * Time.deltaTime;
		
		}
		
		
		if(eh.curHealth >= 10)
		{	
					
			if(Vector3.Distance(transform.position,target.position) < followDistance){
				canMove = false;
				animation.CrossFade ("attack");
			}
			
	
			else
			{
				canMove = true;
				animation.Play ("run");
				
			}
		}
		else
		{
			animation.Play("die");
			
		}
		
	}
}

You call EnemyMove () inside Update(), so, even if the player dies, the statement animation.Play(“die”); still gets called every frame.

You have declared bool isDead = false; but apparently you forgot to set it to true when the player dies.

So, make the following corrections:

    void Update () {

       if (!isDead){
         EnemyMove ();
        }
        //you may want to put else statement here depending how you want to handle //the "dead" condition
    }


//and inside the if(eh.curHealth >= 10) stement
//... ...
   else
   {
     animation.Play("die");
     isDead = true;

   }