i need help... my char not play walk animation.

My char not play walk animation but play all other animations…
HELP ;-;

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

public class Player : MonoBehaviour
{
    public GameObject pCam;

    public float wSpeed;
    public float wdSpeed;
    public float rSpeed;
    public float mSensi;

    public GameObject SpineP;
    public GameObject HeadP;

    public Animator anim;

    public float Bt_Idle;
    public float Bt_Walk;
    public float Bt_Run;
    public float Bt_Rotate;
    public float Bt_Crouch;

    public bool MouseRotate;
    public bool Idle;
    public bool Running;
    public bool Walking;

    public bool Anykeypressed;

    // Start is called before the first frame update
    void Start()
    {
      Screen.lockCursor = true;
      Cursor.visible = false;
      MouseRotate = false;
      Walking = false;
      Anykeypressed = false;
    }

    // Update is called once per frame
    void Update()
    {
      //Variaveis de Eixos e Movimento
      float x = Input.GetAxis("Horizontal")*wSpeed*Time.deltaTime;
      float y = Input.GetAxis("Vertical")*wSpeed*Time.deltaTime;
      float mouseX = Input.GetAxis("Mouse X")*mSensi*Time.deltaTime;
      float mouseY = Input.GetAxis("Mouse Y")*mSensi*Time.deltaTime;

      //Movimento e Rotacao do Corpo
      transform.Translate(x,0,y);
      transform.Rotate(0,mouseX,0);
      HeadP.transform.Rotate(-mouseY,0,0);

      //Animacoes e Controles
      if(Input.GetAxis("Vertical") != 0 || Input.GetAxis("Horizontal") != 0){
        Walking = true;
        MouseRotate = false;
      }else{
        Walking = false;
        MouseRotate = true;
      }

      if (Input.GetAxis("Mouse X") != 0 && MouseRotate == true){
        anim.SetFloat("PlAnimations", Bt_Rotate);
      }else{anim.SetFloat("PlAnimations", Bt_Idle);}

      //Andar e Correr
      if(Walking == true){
       
        anim.SetFloat("PlAnimations", Bt_Walk);

        if(Input.GetKey(KeyCode.LeftShift)){
          wSpeed = rSpeed;
          Running = true;
        }else{
          wSpeed = wdSpeed;
          Running = false;
        }
        if (Running == true) {
          anim.SetFloat("PlAnimations", Bt_Run);
        }
        if (Running == false) {
          anim.SetFloat("PlAnimations", Bt_Idle);
        }
      }

      //Agachar
      if(Input.GetKey(KeyCode.LeftControl)){
        anim.SetFloat("PlAnimations", Bt_Crouch);
        Anykeypressed = true;
      }else{Anykeypressed = false;}

    }
}

To help gain more insight into your problem, I recommend liberally sprinkling Debug.Log() statements through your code to display information in realtime.

Nobody here can do that for you.

Doing this should help you answer these types of questions:

  • is this code even running? which parts are running? how often does it run?
  • what are the values of the variables involved? Are they initialized?

Knowing this information will help you reason about the behavior you are seeing.

How to report your problem productively in the Unity3D forums:

http://plbm.com/?p=220