How To Stop Enemy Movement During Its Attack Animation

I have an enemy and when it’s doing its attack animation I would like it to stop moving and rotating until the animation finishes. I’m sure it involves setting the force to 0 and whatnot but I’m unsure how to phrase the coding in a way that achieves this effect

public class Chase : MonoBehaviour {

    public Transform player;
	public CapsuleCollider cc;
    private Animator anim;
    private Rigidbody myRigidbody;
    private Vector3 moveDirection;
	public Collider attack;
	public Slider healthbar;
	
	void OnTriggerEnter(Collider attack)
    {
      if (attack.gameObject.tag == "PlayerAttack") {
     
          healthbar.value -= 20;
		  anim.SetBool("IsInjured", true);
         }
		 
	  
     }

    // Use this for initialization
    void Start()
    {
        anim = GetComponent<Animator>();
        myRigidbody = GetComponent<Rigidbody>();
		
		cc.enabled=false;
    }

    // Update is called once per frame
    void Update()
    {

        moveDirection = Vector3.zero;
		

        if (Vector3.Distance(player.position, this.transform.position) < 4)
        {
            Vector3 direction = player.position - this.transform.position;
            direction.y = 0;

            this.transform.rotation = Quaternion.Slerp(this.transform.rotation,
                                        Quaternion.LookRotation(direction), 0.3f);

            anim.SetBool("IsIdle", false);
            if (direction.magnitude > .8)
            {
                moveDirection = direction.normalized;
                anim.SetBool("IsMoving", true);
                anim.SetBool("IsBiting", false);
				anim.SetBool("IsInjured", false);
            }
            else
            {
                anim.SetBool("IsBiting", true);
                anim.SetBool("IsMoving", false);
            }


        }
        else
        {
            anim.SetBool("IsIdle", true);
            anim.SetBool("IsMoving", false);
            anim.SetBool("IsBiting", false);
        }
		
		 if (healthbar.value <= 0){
            anim.SetBool("IsVulnerable", true);
			}
		 else
		 {
			anim.SetBool("IsVulnerable", false);
         }

		
    }
	public void ActiveCollider(int active){
    
        if (active == 0)
            cc.enabled = false;
        if (active == 1)
            cc.enabled = true;
			}
	public void VulnerableRegain(int active){
    
        
        if (active == 1)
            healthbar.value += 60;
			}		
	
	
    void FixedUpdate()
    {
        myRigidbody.AddForce(moveDirection * 70f);
    }
	
}

I solved this myself, actually, I just put this at the end of my code

public void StopMovement(int active) {
		
		if (active == 1)
			transform.GetComponent<Rigidbody>().constraints = RigidbodyConstraints.FreezePositionY | RigidbodyConstraints.FreezeRotationX | RigidbodyConstraints.FreezeRotationY | RigidbodyConstraints.FreezeRotationZ;
		if (active == 0)
			transform.GetComponent<Rigidbody>().constraints = RigidbodyConstraints.FreezeAll;
			
			}

And then put animation events with the function “StopMovement” on all the animations, i tried only doing it with the attack animations but it ended up completely freezing the enemy, so I needed to put StopMovement int=1 animation event at the start of the rest of the animations so it would still move normally.