How to add more animations in Animator Blend Tree?


I have a blend tree with couple animations that assign movement forward/backward and player rotation. Than I need to add strafe animations. Here the code:

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

public class rpgMovementController : MonoBehaviour
{

    [Header("Movement")]
    public float currentMovementSpeed = 2.5f;
    public float walkSpeed = 2.5f;
    public float runingSpeed = 6.5f;
    public float rotationSpeed = 90f;

    [Header("Jumping")]
    public float gravityForce = -9.8f;
    public float jumpForce = 5f;

    [Header("Containers")]
    [SerializeField] private CharacterController playerController;
    [SerializeField] private Animator playerAnimator;
    [SerializeField] private Vector3 moveVelocity;
    [SerializeField] private Vector3 turnVelocity;
    [SerializeField] private Vector3 strafeVelocity;

    private void Awake()
    {
        playerController = GetComponent<CharacterController>();
        playerAnimator = GetComponentInChildren<Animator>();
    }

    private void Update()
    {
        float x = Input.GetAxis("Horizontal");
        float z = Input.GetAxis("Vertical");
        float strf = Input.GetAxis("Strafe");

        if (z < 0)
        {
            currentMovementSpeed = walkSpeed;
        } else
        {
            currentMovementSpeed = runingSpeed;
        }

        if (playerController.isGrounded)
        {
            moveVelocity = transform.forward * currentMovementSpeed * z;
            strafeVelocity = transform.right * currentMovementSpeed * strf;

            moveVelocity.y = -2f;

            playerAnimator.SetFloat("Forward", z);
            playerAnimator.SetFloat("Turn", x);

            if (Input.GetButtonDown("Jump"))
            {
                moveVelocity.y = jumpForce;

            }
        }

        if (playerController.isGrounded)
        {
            playerAnimator.SetBool("Jump", false);
        }
        else 
        {
            playerAnimator.SetBool("Jump", true);
        }

        turnVelocity = transform.up * rotationSpeed * x;
        moveVelocity.y += gravityForce * Time.deltaTime;
        playerController.Move(moveVelocity * Time.deltaTime + strafeVelocity * Time.deltaTime);
        transform.Rotate(turnVelocity * Time.deltaTime);
    }
}