Play Animation and Stop Moving on Enemy Collision

Hi everyone, I am making a 2d Infinite Runner, and I am having a struggle to figure out how to play an animation AND stop moving on enemy collision. Here is my script:

using System;
using UnityEngine;
using UnityEngine.SceneManagement;

namespace UnityStandardAssets._2D
{
    public class Restarter : MonoBehaviour
    {
        
		void OnCollisionEnter2D(Collision2D coll)
        {
			if (coll.gameObject.tag == "Enemy") {
				GetComponent<Animation>().Play("RedGiantDEATHTOALL");

			}
							
            
        }
    }
}

Thank you for your help!!

The animation seems alright. But to have the movement stop, I’d have a bool and a coroutine, the Bool will allow the player to move, while the coroutine holds the bool to until the animation plays. Something like this:

bool CanMove = true;
bool MoveWait=false;

void OnCollissionEnter2D(Collision col1){
 if(col1.gameObject.tag=="Enemy"){
    GetComponent<Animation>().Play("RedGiantDEATHTOALL");
    CanMove=false;
   if(!MoveWait)
      StartCoRoutine(WaitToMove());
 }

IEnumerator MoveToWait(){
 MoveWait=true;
 return yield new WaitForSecconds(1.5f); //Change to Animation Duration
 MoveWait=false;
 CanMove=true;
}

Of course, you’ll have to return the MoveDirections to zero, or just check if CanMove is true while checking for keypress.