How to activate a collider only for a certain animation, and then deactivate it

I have a collider attached to my weapon, (In a child gameobject) and would only like it activated during the attack animation and not when the player is just idling, however I don’t know how I would phrase the scripting to achieve such an effect.

public class Hand : MonoBehaviour {

    private Animator anim;
    public CapsuleCollider cc;

	// Use this for initialization
	void Start () {
        anim = GetComponent<Animator>();

        cc.enabled = false;
    }
	
	// Update is called once per frame
	void Update () {
        if (Input.GetButton("Fire1"))
        {
            anim.SetBool("IsNoInput", false);
            anim.SetBool("IsAttacking", true);

        }
        else
        {
            anim.SetBool("IsNoInput", true);
            anim.SetBool("IsAttacking", false);
        }
		
		if (anim.SetBool("IsAttacking", true)); 
		{
		cc.enabled = true; 
		}
		
		
     }
		
		
    public void ActiveCollider(int active)
    {
        if (active == 0)
            cc.enabled = false;
        else
            cc.enabled = true;
    }

   }

This current script leads to an “cannot implicitly convert type ‘void’ to ‘bool’” error.

Your script should work fine except for a small error.

if (anim.SetBool("IsAttacking", true));

should be:

if (anim.GetBool("IsAttacking") == true)

Other than that, it seems like it would work just fine.