Animator is a field not a type?

Ok so I was just setting up some code for my animations in my game, and then i realize that non of my things that are meant to be highlighted (types) are registering as types. My animator is set as a field not a type, same with another thing. Can someone have a look at my code (I finished it anyway, ik it works, just wont compile due to the compiler error) and tell me whats wrong please. Thanks. It is the script name + monobehaviour that isn’t highlighted, as well as the private variables that don’t highlight in the first lines. The other script that this script refers to is at the bottom after this one. (There is NOTHING wrong with that, it is highlighted and no compiler errors. All code is C#

using System.Collections;
using System.Collections.Generic;
using UnityEngine;

namespace S3
{
	public class Enemy_Animation : MonoBehaviour
    {

        private Enemy_Master enemyMaster;
        private Animator myAnimator;

		void OnEnable()
        {
            SetInitialReferences();
            enemyMaster.EventEnemyDie += DisableAnimator;
            enemyMaster.EventEnemyWalking += SetAnimationToWalk;
            enemyMaster.EventEnemyReachedNavTarget += SetAnimationToIdle;
            enemyMaster.EventEnemyRun += SetAnimationToRun;
            enemyMaster.EventEnemyRunAim += SetAnimationToRunAim;
            enemyMaster.EventEnemyWalkAim += SetAnimationToWalkAim;
            enemyMaster.EventEnemyCrouch += SetAnimationToCrouch;
            enemyMaster.EventEnemyAttack += SetAnimationToAttack;
            enemyMaster.EventEnemyDeductHealth += SetAnimationToStruck;
        }
		
		void OnDisable()
		{
            enemyMaster.EventEnemyDie -= DisableAnimator;
            enemyMaster.EventEnemyWalking -= SetAnimationToWalk;
            enemyMaster.EventEnemyReachedNavTarget -= SetAnimationToIdle;
            enemyMaster.EventEnemyRun -= SetAnimationToRun;
            enemyMaster.EventEnemyRunAim -= SetAnimationToRunAim;
            enemyMaster.EventEnemyWalkAim -= SetAnimationToWalkAim;
            enemyMaster.EventEnemyCrouch -= SetAnimationToCrouch;
            enemyMaster.EventEnemyAttack -= SetAnimationToAttack;
            enemyMaster.EventEnemyDeductHealth -= SetAnimationToStruck;
        }
		
		void SetInitialReferences()
		{
            enemyMaster = GetComponent<Enemy_Master>();

            if(GetComponent<Animator>() != null)
            {
                myAnimator = GetComponent<myAnimator>();
            }
		}

        void SetAnimationToWalk()
        {
            if(myAnimator != null)
            {
                if(myAnimator.enabled)
                {
                    myAnimator.Setbool("isPatroling", true);
                    myAnimator.Setbool("isPursuing", false);
                    myAnimator.Setbool("isIdle", false);
                    myAnimator.Setbool("isCrouched", false);
                    myAnimator.Setbool("isWalkAiming", false);
                    myAnimator.Setbool("isRunAiming", false);
                }
            }
        }

        void SetAnimationToIdle()
        {
            if (myAnimator != null)
            {
                if (myAnimator.enabled)
                {
                    myAnimator.Setbool("isPatroling", true);
                    myAnimator.Setbool("isPursuing", false);
                    myAnimator.Setbool("isIdle", true);
                    myAnimator.Setbool("isCrouched", false);
                    myAnimator.Setbool("isWalkAiming", false);
                    myAnimator.Setbool("isRunAiming", false);
                }
            }

        }

        void SetAnimationToAttack()
        {
            if (myAnimator != null)
            {
                if (myAnimator.enabled)
                {
                    myAnimator.SetTrigger("isShooting");
                }
            }
        }

        void SetAnimationToStruck(int dummy)
        {
            if (myAnimator != null)
            {
                if (myAnimator.enabled)
                {
                    myAnimator.SetTrigger("Got Hit");
                }
            }
        }

        void SetAnimationToRun()
        {
            if (myAnimator != null)
            {
                if (myAnimator.enabled)
                {
                    myAnimator.Setbool("isPatroling", false);
                    myAnimator.Setbool("isPursuing", true);
                    myAnimator.Setbool("isIdle", false);
                    myAnimator.Setbool("isCrouched", false);
                    myAnimator.Setbool("isWalkAiming", false);
                    myAnimator.Setbool("isRunAiming", false);
                }
            }
        }

        void SetAnimationToRunAim()
        {
            if (myAnimator != null)
            {
                if (myAnimator.enabled)
                {
                    myAnimator.Setbool("isPatroling", false);
                    myAnimator.Setbool("isPursuing", false);
                    myAnimator.Setbool("isIdle", false);
                    myAnimator.Setbool("isCrouched", false);
                    myAnimator.Setbool("isWalkAiming", false);
                    myAnimator.Setbool("isRunAiming", true);
                }
            }
        }

        void SetAnimationToWalkAim()
        {
            if (myAnimator != null)
            {
                if (myAnimator.enabled)
                {
                    myAnimator.Setbool("isPatroling", false);
                    myAnimator.Setbool("isPursuing", false);
                    myAnimator.Setbool("isIdle", false);
                    myAnimator.Setbool("isCrouched", false);
                    myAnimator.Setbool("isWalkAiming", true);
                    myAnimator.Setbool("isRunAiming", false);
                }
            }
        }

        void SetAnimationToCrouch()
        {
            if (myAnimator != null)
            {
                if (myAnimator.enabled)
                {
                    myAnimator.Setbool("isPatroling", false);
                    myAnimator.Setbool("isPursuing", false);
                    myAnimator.Setbool("isIdle", false);
                    myAnimator.Setbool("isCrouched", falstruee);
                    myAnimator.Setbool("isWalkAiming", false);
                    myAnimator.Setbool("isRunAiming", false);
                }
            }
        }

        void DisableAnimator()
        {
            if(myAnimator != null)
            {
                myAnimator.enabled = false;
            }
        }

    }

}


using System.Collections;
using System.Collections.Generic;
using UnityEngine;

namespace S3
{
	public class Enemy_Master : MonoBehaviour 
	{
        public Transform myTarget;

        public delegate void GeneralEventHandler();
        public event GeneralEventHandler EventEnemyDie;
        public event GeneralEventHandler EventEnemyWalking;
        public event GeneralEventHandler EventEnemyReachedNavTarget;
        public event GeneralEventHandler EventEnemyLostTarget;
        public event GeneralEventHandler EventEnemyAttack;
        public event GeneralEventHandler EventEnemyRun;
        public event GeneralEventHandler EventEnemyRunAim;
        public event GeneralEventHandler EventEnemyWalkAim;
        public event GeneralEventHandler EventEnemyCrouch;

        public delegate void HealthEventHandler(int health);
        public event HealthEventHandler EventEnemyDeductHealth;

        public delegate void NavTargetEventHandler(Transform targetTransform);
        public event NavTargetEventHandler EventEnemySetNavTarget;

        public void CallEventEnemyDeductHealth(int health)
        {
            if (EventEnemyDeductHealth != null)
            {
                EventEnemyDeductHealth(health);
            }

        }

        public void CallEventEnemySetNavTarget(Transform targTransform)
        {
            if(EventEnemySetNavTarget !=null)
            {
                CallEventEnemySetNavTarget(targTransform);
            }

            myTarget = targTransform;
        }

        public void CallEventEnemyDie()
        {
            if(EventEnemyDie !=null)
            {
                CallEventEnemyDie();
            }
        }

        public void CallEventEnemyWalking()
        {
            if (EventEnemyWalking != null)
            {
                CallEventEnemyWalking();
            }
        }

        public void CallEventEnemyReachedNavTarget()
        {
            if (EventEnemyReachedNavTarget != null)
            {
                CallEventEnemyReachedNavTarget();
            }
        }

        public void CallEventEnemyAttack()
        {
            if (EventEnemyAttack != null)
            {
                CallEventEnemyAttack();
            }
        }

        public void CallEventEnemyRun()
        {
            if (EventEnemyRun != null)
            {
                CallEventEnemyRun();
            }
        }

        public void CallEventEnemyRunAim()
        {
            if (EventEnemyRunAim != null)
            {
                CallEventEnemyRunAim();
            }
        }

        public void CallEventEnemyWalkAim()
        {
            if (EventEnemyWalkAim != null)
            {
                CallEventEnemyWalkAim();
            }
        }

        public void CallEventEnemyCrouch()
        {
            if (EventEnemyCrouch != null)
            {
                CallEventEnemyCrouch();
            }
        }

        public void CallEventEnemyLostTarget()
        {
            if (EventEnemyLostTarget != null)
            {
                CallEventEnemyLostTarget();
            }

            myTarget = null;
        }
    }

}

In your first script when you are getting a reference to Animation at line 46 in your SetInitialReferences() method you are passing your variable name as type inside <> as below:

myAnimator = GetComponent<myAnimator>();

It should be:

myAnimator = GetComponent<Animator>();