Which key command to use for shoot and forget animations?

Hello, I'm having a problem with animations - they only run while the key is being pressed. This works fine for running and jumping, but I need something for, say, spell casting - that interrupts if you move but otherwise keeps running until through. I tried different key commands but I'm not sure what to use. This is what I have at the moment.

if(Input.GetKey(KeyCode.Keypad2))
    {
        if (canSpin > 4.0)
        {
            playerSprite.DoAnim("MinaSpin");
            // On animation end
            playerSprite.SetAnimCompleteDelegate(SpinEnd);
            //Preven animation from playing for 1 second
        }
    }

These are 2D animations using Sprite Manager 2, by the way.

Thanks a bunch for your help!

Are you a wine fan by any chance? Try input.GetButtonUp of the "key" equivalent of that, then the animation should play AFTER you release the button. This will be of use to you if you wish to add chargable spells later on and should, for now, be what your after.

The solution is actually not in the key commands. I had a problem with logic which checked when no key was pressed, to revert to basic animation (stance). This was to clean up the running, but broke the spell animation. Silly me. So, I changed the revert to static to be only on:

if ((Input.GetKeyUp (KeyCode.LeftArrow )) || (Input.GetKeyUp (KeyCode.RightArrow )))
    {

        playerSprite.DoAnim("Stance");

    }

The code above worked fine then. This was thanks to Brady's help, the maker of SM2.