How I add animation to my script

I have made a fighting game and I don’t know where I should integrate my animation in the script. I have 4 actions : Idle , Walk , Kick One , Kick 2 . My script is for phone controllers , where should I put the animations?

using System.Collections;
using System.Collections.Generic;
using UnityEngine;

public class Move : MonoBehaviour
{
    private Animator anim;

    public float moveSpeed = 300;
    public GameObject character;
    private Rigidbody characterBody;
    private float ScreenWidth;
    private Rigidbody rb2d;

    public bool isDead = false;
    public Vector2 jumpHeight;
    public int jumpCount = 0;
    internal static object instance;


    // Use this for initialization
    void Start()
    {
        ScreenWidth = Screen.width;
        characterBody = character.GetComponent<Rigidbody>();
        rb2d = this.GetComponent<Rigidbody>();
        rb2d.freezeRotation = true;
        anim = GetComponent<Animator>();
    }

    // Update is called once per frame
    void Update()
    {

        if (isDead) { return; }
        if (jumpCount < 3 && (Input.GetMouseButtonDown(0) || Input.GetKeyDown(KeyCode.Space)))  //makes player jump
        {
            GetComponent<Rigidbody>().AddForce(jumpHeight, ForceMode.Impulse);
            jumpCount++;
        }
        jumpCount = 0;
        int i = 0;
        while (i < Input.touchCount)
        {
            if (Input.GetTouch(i).position.x > ScreenWidth / 2)
            {
                RunCharacter(1.0f);

            }
            if (Input.GetTouch(i).position.x < ScreenWidth / 2)
            {
                RunCharacter(-1.0f);
            }
            ++i;
        }
    }


    void FixedUpdate()
    {
#if UNITY_EDITOR
        RunCharacter(Input.GetAxis("Horizontal"));
#endif 

    }

    private void RunCharacter(float horizontalInput)
    {
        characterBody.AddForce(new Vector2(horizontalInput * moveSpeed * Time.deltaTime, 0));

    }
 


}

I see you’re using triggers to change between animations in your Animator. Try this for movement:

if (i >= Input.touchCount)
{
          anim.ResetTrigger("Movement");
}
else
{
          anim.SetTrigger("Movement");
}

For the kick animations, you can apply the same logic with the code I showed you, but instead of having 2 Triggers for Kick1 and Kick2, try having an int value with a random generator that generates a number from 0 to 1 when Fight is triggered