Making different attacks with same input but in order.

For example: 1 click = first attack 2; clicks = first and second attack.
I’ve tried this :

void Start () {

IEnumerator Atk1() {

		anim.SetBool ("isAtk1", true);
		rb.constraints = RigidbodyConstraints2D.FreezePositionX | RigidbodyConstraints2D.FreezeRotation;
		yield return new WaitForSeconds(0.5f);
		anim.SetBool ("isAtk1", false);
		rb.constraints = RigidbodyConstraints2D.FreezeRotation;
		
			} 

IEnumerator Atk2() {
		anim.SetBool ("isAtk2", true);
		rb.constraints = RigidbodyConstraints2D.FreezePositionX | RigidbodyConstraints2D.FreezeRotation;
		yield return new WaitForSeconds(0.5f);
		anim.SetBool ("isAtk2", false);
		rb.constraints = RigidbodyConstraints2D.FreezeRotation;
                       click = 0;
			}}

void Update ()
{

//atk1 code
	if (Input.GetMouseButtonDown(0))	
		
	{   	click++;
	}  

	if (Input.GetMouseButton(0) && click == 1)	

	{   
		
		StartCoroutine(Atk1());

	}  

	if (Input.GetMouseButton(0) && click == 2)	

	{   
		StartCoroutine(Atk2());

	} } 

This will make the first animation play with 1 click, the second click will not make the 2nd animation play, but will return the click to 0.

Also:
When I spam clicks, because it updates in frames, it incrementes click a lot, so it will never return to zero because it will never go to Enumerator Atk2… How can i control that?

It’s working now, i’m just stupid…

IEnumerator Atk1() {
	
		anim.SetBool ("isAtk1", true);
		rb.constraints = RigidbodyConstraints2D.FreezePositionX | RigidbodyConstraints2D.FreezeRotation;
		yield return new WaitForSeconds(0.5f);
		anim.SetBool ("isAtk1", false);
		rb.constraints = RigidbodyConstraints2D.FreezeRotation;
	

} 

IEnumerator Atk2() {

			
		
		anim.SetBool ("isAtk2", true);
		rb.constraints = RigidbodyConstraints2D.FreezePositionX | RigidbodyConstraints2D.FreezeRotation;
		yield return new WaitForSeconds(0.5f);
		anim.SetBool ("isAtk2", false);
		rb.constraints = RigidbodyConstraints2D.FreezeRotation;
		

}

Update:

Debug.Log("is: "+ click);
if (click >= 2) {
click = 0;
}
if (Input.GetMouseButton(0) && click == 0)

	{   
		
		click++;
		
		StartCoroutine(Atk1());
	}  

	if (Input.GetMouseButton(0) && click == 1)	

	{   
		
		click++;
		
		StartCoroutine(Atk2());
	}