How to make an attack transition?

I was making an attack transition in my script but in its current state, once I click the left mouse button, my character won’t stop attacking but I’m still able to move and jump and I don’t know how to fix it exacting.

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

public class PlayerController : MonoBehaviour
{

    public float walkSpeed = 10;
    public float runSpeed = 20;
    public float gravity = -20;
    public float jumpHeight = 5;
    [Range(0,1)]
    public float airControlPercent;

    public float turnSmoothTime = 0.2f;
    float turnSmoothVelocity;

    public float speedSmoothTime = 0.1f;
    float speedSmoothVelocity;
    float currentSpeed;
    float velocityY;


    Animator animator;
    Transform cameraT;
    CharacterController controller;

    // Use this for initialization
    void Start ()
    {
        animator = GetComponent<Animator>();
        cameraT = Camera.main.transform;
        controller = GetComponent<CharacterController>();
    }
   
    // Update is called once per frame
    void Update ()
    {
        //Inputs
        Vector2 input = new Vector2(Input.GetAxisRaw("Horizontal"), Input.GetAxisRaw("Vertical"));
        Vector2 inputDir = input.normalized;
        bool running = Input.GetKey(KeyCode.LeftShift);

        Move(inputDir, running);
        GetInput();

        if (Input.GetKeyDown(KeyCode.Space))
        {
            Jump();
        }
        //Animator
        float animationSpeedPercent = ((running) ? 1 : .5f) * inputDir.magnitude;
        animator.SetFloat("speedPercent", animationSpeedPercent, speedSmoothTime, Time.deltaTime);

        animator.SetBool("isGrounded", controller.isGrounded);

    }

    //Run
    void Move(Vector2 inputDir, bool running)
    {
        if (inputDir != Vector2.zero)
        {
            float targetRotation = Mathf.Atan2(inputDir.x, inputDir.y) * Mathf.Rad2Deg + cameraT.eulerAngles.y;
            transform.eulerAngles = Vector3.up * Mathf.SmoothDampAngle(transform.eulerAngles.y, targetRotation, ref turnSmoothVelocity, GetModifiedSmoothTime(turnSmoothTime));
        }

        float targetSpeed = ((running) ? runSpeed : walkSpeed) * inputDir.magnitude;
        currentSpeed = Mathf.SmoothDamp(currentSpeed, targetSpeed, ref speedSmoothVelocity, GetModifiedSmoothTime(speedSmoothTime));

        velocityY += Time.deltaTime * gravity;
        Vector3 velocity = transform.forward * currentSpeed + Vector3.up * velocityY;

        controller.Move(velocity * Time.deltaTime);

        if (controller.isGrounded)
        {
            velocityY = 0;
        }

       
    }

    //Jump
    void Jump()
    {
        if (controller.isGrounded)
        {
            float jumpVelocity = Mathf.Sqrt(-2 * gravity * jumpHeight);
            velocityY = jumpVelocity;
        }
    }

    float GetModifiedSmoothTime(float smoothTime)
    {
        if (controller.isGrounded)
        {
            return smoothTime;
        }

        if (airControlPercent == 0)
        {
            return float.MaxValue;
        }

        return smoothTime / airControlPercent;
    }

    //Attack
    void GetInput()
    {
        if (controller.isGrounded)
        {
            if(Input.GetMouseButtonDown(0))
            {
                Attacking();
            }
        }
    }

    void Attacking()
    {
        if(animator.GetInteger("speedPercent") == ) //Don't know what to do here
        animator.SetBool("isAttacking", true);
    }
  }

isAttacking never gets set to false

maybe ament the script with this…

//Attack
    void GetInput()
    {
        if (controller.isGrounded)
        {
                if(Input.GetMouseButtonDown(0))
                {
                    Attacking();
                }
        else
        {
            animator.SetBool("isAttacking", false);
        }   
        }
    }
    void Attacking()
    {
        if(animator.GetInteger("speedPercent") == ) //Don't know what to do here
            animator.SetBool("isAttacking", true);
    }



/****** or *********/

//Attack
    void GetInput()
    {
        if (controller.isGrounded)
        {
                if(Input.GetMouseButtonDown(0))
                {
                    Attacking();
                }
        }
    }
    void Attacking()
    {
        if(animator.GetInteger("speedPercent") == )
    {
        animator.SetBool("isAttacking", true);
    }
    else
    {
        animator.SetBool("isAttacking", false);
    }
           
    }

Btw, what’s up with if(animator.GetInteger(“speedPercent”) == )… It has no ==

I was trying to find a way to stop the character from moving when attacking with the speedPercent thing but I found my solution to that problem and thanks for helping me fix a problem I had with the attack input I had my problem was that it would the animation for when ever the left mouse was pressed instead of happening once every click.