Animations dont play

Hello again, This is Godot 4.2.2 and animations dont play, Im pretty sure this will be a easy fix and I could use some help, Thanks!

extends CharacterBody2D

@export var patrol_point : Node
@onready var animated_sprite_2d = $AnimatedSprite2D
@onready var timer = $Timer

const GRAVITY = 1000
const SPEED = 1500

enum State { Idle, Walk}
var current_state : State
var direction : Vector2 = Vector2.LEFT
var number_of_points : int
var point_positions : Array[Vector2]
var current_point : Vector2
var current_point_position : int
var can_walk : bool

func _ready():
if patrol_point != null :
number_of_points = patrol_point.get_children().size()
for point in patrol_point.get_children():
point_positions.append(point.global_position)
current_point = point_positions[current_point_position]
else:
print (“No Patrol Points”)

current_state = State.Idle

func _physics_process(delta : float):
enemy_gravity(delta)
enemy_walk(delta)

move_and_slide()

enemy_animation()

func enemy_gravity(delta : float):
velocity.y += GRAVITY * delta

func enemy_idle(delta : float):
if !can_walk:
velocity.x = move_toward(velocity.x, 0, SPEED * delta)
current_state = State.Idle

func enemy_walk(delta : float):
if!can_walk:
return

if abs(position.x - current_point.x) > 0.5:
	velocity.x = direction.x * SPEED * delta
	current_state = State.Walk 
else:
	current_point_position += 1 
if current_point_position >= number_of_points:
	current_point_position = 0
	
current_point = point_positions[current_point_position];

if current_point.x > position.x:
	direction = Vector2.RIGHT
else:
	direction = Vector2.LEFT

can_walk = false
timer.start()

animated_sprite_2d.flip_h = direction.x > 0

func enemy_animation():
if current_state == State.Idle && !can_walk:
animated_sprite_2d.animation = “Idle”
elif current_state == State.Walk && can_walk:
animated_sprite_2d.animation = “Walk”

func _on_timer_timeout():
can_walk = true