Input.GetKeyUp() Doesn't work.

using UnityEngine;
using System.Collections;

public class WeaponAnimControl : MonoBehaviour {

    // Use this for initialization
    void Start () {
    }
  
    // Update is called once per frame
    void Update () {
        Animator anim = GetComponent<Animator> ();
        if(Input.GetMouseButton(1)){
            anim.SetBool("RightClick", true);
            Debug.Log ("Aiming Down Sights");
      
        }
        if(Input.GetButton ("forward")){
            anim.SetBool ("walking", true);
            Debug.Log ("Forward");
        }
        if (Input.GetButton ("left")) {
            anim.SetBool ("walking", true);
            Debug.Log ("Left");
        }
        if (Input.GetButton ("back")) {
            anim.SetBool ("walking", true);
            Debug.Log ("Backwards");
        }
        if (Input.GetKey ("right")){
            anim.SetBool("walking", true);
            Debug.Log ("Right");
        }
        if (Input.GetKeyUp ("Fire2")){
            anim.SetBool ("RightClick", false);
        }
        else{
            anim.SetBool("RightClick", false);
            anim.SetBool ("walking", false);
            Debug.Log ("Idle-ing");
        }
    }
}

I can’t get the character to leave the ADS (Aim Down Sights) mode.
Even when I let go of the Right Mouse Button, the animation for ADS loops.
I want it to leave ADS and just jump straight into the walking animation again. (Yes, I will put an animation that transitions them, but for now this is what I need.)

lol

logic fail