Parameter "EndTurn" doesn't exist!

hey guys …i’m trying the wiring of the script with the animations …but after each ball everything i got is tidy and “reset” is not working at all …but in console i got “Parameter “EndTurn” doesn’t exist” …so any idea ??? When i try “reset” using the button it works fine but i can’t make it work by script and i’m sure of its trigger’s name spelling…so i’m really stuck in here…this is my code:

public class PinSetter : MonoBehaviour {

    
    public int lastStandingCount = -1;
    public Text standingDisplay;
    public GameObject pinsForm;



    private float lastChangeTime;
    private bool ballEnteredBox;
    private Ball ball;
    private int lastSettledCount = 10;
    private ActionMaster actionMaster =new ActionMaster();
    private Animator ani;

	
	void Start () {
        ball = GameObject.FindObjectOfType<Ball>();
        ani = GetComponent<Animator>();
	}
	
	// Update is called once per frame
	void Update () {
        standingDisplay.text = CountStanding().ToString();
        if (ballEnteredBox)
        {
            CheckStanding();
        }
	}

    int CountStanding()
    {
        int standing = 0;
        foreach (Pin pin in GameObject.FindObjectsOfType<Pin>())
        {
            if (pin.IsStanding())
            {
                standing++;
            }
        }
        return standing;
    }

    public void CheckStanding()
    {
        
        int currentStanding = CountStanding();
        if(currentStanding!= lastStandingCount)
        {
            
            lastChangeTime = Time.time;
            lastStandingCount = currentStanding;
            return;

        }
        
        float settleTime = 3f;
        if((Time.time - lastChangeTime) > settleTime)
        {
            PinHaveSattled();
        }
    }

    void PinHaveSattled()
    {
        int standing = CountStanding();
        int pinFall = lastSettledCount - standing;
        lastSettledCount = standing;
        ActionMaster.Action action = actionMaster.Bowl(pinFall);
        if(action == ActionMaster.Action.Tidy)
        {
            ani.SetTrigger("Tidy Trigger");
        }
        else if (action == ActionMaster.Action.Reset)
        {
            ani.SetTrigger("Reset Trigger");
            lastSettledCount = 10;
        }
        else if(action == ActionMaster.Action.EndTurn)
        {
            ani.SetTrigger("Reset Trigger");
            lastSettledCount = 10;
        }
        
        else if (action == ActionMaster.Action.EndGame)
        {
            throw new UnityException("Dont know How To EndGame yet");
        }
        ball.ResetTheBall();

        lastStandingCount = -1;//indicates pins has settled and ball not back to box
        ballEnteredBox = false;
        standingDisplay.color = Color.green;
        ani.SetTrigger(actionMaster.Bowl(pinFall).ToString());

    }

    void OnTriggerExit(Collider other)
    {
        GameObject thingLeft = other.gameObject;
        if (thingLeft.GetComponent<Pin>()){
            Destroy(thingLeft);

        }
    }

    void OnTriggerEnter(Collider col)
    {
        GameObject thingHit = col.gameObject;
        //Ball enters Play box
        if (thingHit.GetComponent<Ball>())
        {
            ballEnteredBox = true;
            standingDisplay.color = Color.red;
        }
    }

    public void RaisePins()
    {
        foreach (Pin pin in GameObject.FindObjectsOfType<Pin>())
        {
            pin.RaiseIfStanding();
        }
    }

    public void LowerPins()
    {
        foreach (Pin pin in GameObject.FindObjectsOfType<Pin>())
        {
            pin.Lower();
        }
    }

    public void RenewPins()
    {
        Instantiate(pinsForm, new Vector3(0,0,1829), Quaternion.identity);
    }
    
}

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