Make my character not move while attacking

Guys so i am kind of a begginer to unity, i do know codding but i struggle with unity.
I have a character that was a move function:

float hDirection = Input.GetAxis("Horizontal");
            anim.SetFloat("Speed", Mathf.Abs(hDirection));
            if (hDirection < 0)
            {

                rotation.localScale = new Vector3(-1, 1, 1);
                attackPoint.transform.position = new Vector3(this.transform.position.x - 1, attackPoint.position.y, this.transform.position.z);

            }


            else if (hDirection > 0)
            {

                rotation.localScale = new Vector3(1, 1, 1);
                attackPoint.transform.position = new Vector3(this.transform.position.x + 1, attackPoint.position.y, this.transform.position.z);

            }


            Vector3 movement = new Vector3(Input.GetAxis("Horizontal"), 0f, 0f);
            transform.position += movement * Time.deltaTime * moveSpeed;
            transform.rotation = Quaternion.LookRotation(Vector3.forward, transform.up);

And a attack function:

void Attack()
    {
        if (isGrounded)
        {
         
            if (Time.time >= nextAttackTime)
            {
                if (Input.GetKeyDown(KeyCode.Alpha1))
                {
                 
                 
                    isAttacking = true;
                    //Attack animation
                    anim.SetTrigger("Attack");
                    //Detect enemies in range
                    Collider2D[] hitEnemies = Physics2D.OverlapCircleAll(attackPoint.position, attackRange, enemyLayers);

                    //Damage enemies
                    foreach (Collider2D enemy in hitEnemies)
                    {

                        enemy.GetComponent<Enemy>().TakeDamage(attackDamage);
                    }
                    nextAttackTime = Time.time + 1f / attackRate;
                }
            }
        }
     
    }

I want my character not to move while attacking what can i do ?

if(!isAttacking)
{
Vector3 movement = new Vector3(Input.GetAxis("Horizontal"), 0f, 0f);
transform.position += movement * Time.deltaTime * moveSpeed;
transform.rotation = Quaternion.LookRotation(Vector3.forward, transform.up);
}

where should i assign isAttacking false?

When your animation ends I guess; I used it because I seen it flip to true with attack input.

thank you, now it seems to work