Unsure of how to make a certain animation play

I am relatively new to scripting and I am in the process of learning C#. This site has been helping me a lot with previously answered questions but unfortunately I can’t find an answer to this particular question which I am asking.

I want to know how to make a certain animation play with Unity’s animator component. I have gotten running, jumping, and other animations to work fine. However, I am unsure how to play a “gettingHit” animation the right way. By that I mean, I want an animation to play when my player gets hit by an enemy attack.

I’m not sure whether this is a small problem like I have just been misplacing my code, or if I need to change some lines to get it to work. Below are the lines I have been trying to place into the script in various places and changing things around trying to get it to work properly but I can’t seem to figure it out.

if (gettingHit) {
		gettingHit = false;
		animator.SetBool ("GettingHit", false);
}
if (*****notsurewhatgoeshere*****) {
		gettingHit = true;
		animator.SetBool ("GettingHit", true);

}

Here is what the rest of the script looks like:

`using UnityEngine;
using System.Collections;

public class PlayerHealth : MonoBehaviour { 
	public float maxHealth = 100; 
	public float curHealth = 100; 
	public float healthbarlength;
	private bool dead;
	private Animator animator;
	private bool gettingHit;

	void Start () {
		animator = GetComponent<Animator>();
		healthbarlength = 250;
		}

		void Update () {

				if (dead) {
						dead = false;
						animator.SetBool ("Dead", false);
				}
				if (curHealth <= 0) {
						dead = true;
						animator.SetBool ("Dead", true);
				}
				
		}

	void OnGUI(){
		GUI.Box(new Rect(10, 10, healthbarlength, 20), curHealth + "/" + maxHealth); 
	}
		public void ApplyDamage ( float damage ){
			if (curHealth > 0){ // if enemy still alive (don't kick a dead dog!)
				curHealth -= damage; // apply the damage...
			}

		// <- enemy can emit some sound here with audio.Play();
				if (curHealth > maxHealth) { 
					curHealth = maxHealth;
					if (curHealth < 0){ // if health has gone...
						curHealth = 0;
						// enemy dead: destroy it, explode it etc.
					}

					}

		healthbarlength = 250 * (curHealth / (float)maxHealth);
	}
}`

Thanks for taking the time to view the problem I have been having. 
Oh and don't mind the "dead" animation that is just what I will be working on after I get the hit animation working properly. 

I would have something like

function OnTriggerStay(other : Collider)
{
  if(!invincible)
  {
     if(other.gameObject.tag == "Enemy")
     {
	    gettingHit = true;
        animator.SetBool ("GettingHit", true);
        invincible = true;
        yield WaitForSeconds(1);
        invincible = false;
        animator.SetBool ("GettingHit", false);
     }
  }
}