Problems with animations not playing when supposed to

I’m currently having problems with my enemies in the game not playing their attack animations during the attack. The enemies are meant to do a start of round animation, disappear, appear at point A, dash to point B, then disappear until the next attack. However, when dashing the attack animation will not play. Code will be below:

#FIX 1 PROBLEM(S):

#1. ENEMY ANIMATIONS ARE NOT WORKING

extends Node2D

@onready var AtkTimer: Timer = $AtkTimer

@onready var animated_sprite: AnimatedSprite2D = $AnimatedSprite2D

const SPEED = 999

var AtkReady = true

var InAtk = false

var AtkPointA = 0

var AtkPointB = 0

var RoundStart = false

Called every frame. ‘delta’ is the elapsed time since the previous frame.

func _process(delta: float) → void:

print(AtkTimer.time_left)
	
if InAtk == true:
	animated_sprite.play("Attack")
	await animated_sprite.animation_finished
	animated_sprite.play("Vanish")

func _input(event: InputEvent) → void:

if event is InputEventMouseButton and event.pressed:
	print(AtkReady)
	print(InAtk)

if AtkReady == true and InAtk == false:
	if event is InputEventMouseButton and event.pressed:
		
		var AtkTween := create_tween()
		
		if AtkTimer.timeout:
			AtkReady = true
			InAtk = false
			
		else:
			AtkReady = false
			InAtk = true
		
		AtkTimer.start()
		
		AtkTween.tween_property(self,"global_position", get_global_mouse_position() , 0.5)
		
	

if Input.is_action_just_pressed("Test Enemy switch"):
		
	if AtkReady == false and InAtk == true:
		AtkReady = true
		InAtk = false
	
	elif AtkReady == true and InAtk == false:
		AtkReady = false
		InAtk = true

Timer::timeout is a signal object. It will always evaluate to true. Also, never await in _process().