I want to stop movement of character while i call animation like Kick Jump Punch etc.. Please help

public GameObject Player;
public float xMove;
public float yMove;
private Rigidbody myBody;
private Animator anim;

void Awake()
{
  myBody = GetComponent<Rigidbody>();
  anim = GetComponent<Animator>();
}
void FixedUpdate()
{
    PlayerMovement();
    AnimatePlayerWalk();
    PunchAnimation();
    KickhAnimation();
}

public void PlayerMovement()
{
    xMove = Input.GetAxis("Horizontal") * Time.deltaTime * 200;
    yMove = Input.GetAxis("Vertical") * Time.deltaTime * 5;
    yMove = Mathf.Clamp01(yMove); // mathf.clamp01 will move char forward but not backward
    transform.Rotate(0, xMove, 0);
    transform.Translate(0, 0, yMove);
    }

void Walk(bool move)
{
    anim.SetBool("Movement", move);
}

public void AnimatePlayerWalk()
{
    if (Input.GetAxisRaw("Horizontal") != 0 ||
            Input.GetAxisRaw("Vertical") > 0)
    {
        Walk(true);
    }
    else
    {
        Walk(false);
    }
}
public void PunchAnimation()
{
    
    if (Input.GetKeyDown(KeyCode.Z))
    {
        anim.SetTrigger("Punch1");
    }
   else if (Input.GetKeyDown(KeyCode.X))
    {
        anim.SetTrigger("Punch2");   
    }   
}
public void KickhAnimation()
{
    if (Input.GetKeyDown(KeyCode.C))
    {
        anim.SetTrigger("Kick1");   
    }
    else if (Input.GetKeyDown(KeyCode.V))
    {
        anim.SetTrigger("Kick2");
    }
}

}

You can use a conditional return in your movement routine to jump out.
E.g.:

public void PlayerMovement() {

if(anim.GetBool("Punch1")  || anim.GetBool("Punch2") ... )
return;

//your code
}