My animations break when I spawn enemy

I am new to coding so bare with me.

I have a spider queen boss that spawns spiderlings when she reaches certain point in her health.

How ever when they spawn they somehow break the attack animations I have for my player.
Please help me!

The code for player attack:

using UnityEngine;
using System.Collections;

public class Sword : MonoBehaviour {

    static Animator anim;

    public GameObject hitbox;

   

    public int Sworddamage = 25;

    public float sec = 0.5f;


    HandS handS;

    public float  AttackCD;
    public float delayBetweenAttacks = 1.5f;
    public float stamDrain = 50;
    public int SwingReQ;

    

    public AudioSource WeaponSource;
    public AudioClip WeaponSound;

	void Start () {


        anim = GetComponentInParent<Animator>();

        WeaponSource = GetComponent<AudioSource>();

        handS = GetComponentInParent<HandS>();
       
        
     
	
	}
	
	// Update is called once per frame
	void Update () {

     
        attack();
        
       

        block();
        
 }

    public void attack()
    {
        
 

            if (Input.GetButtonDown("Fire1") && Time.time > AttackCD && handS.currentStam >= SwingReQ)
        {   

            AttackCD = Time.time + delayBetweenAttacks;

            anim.SetBool("IsAttacking", true);
  
            hitbox.SetActive(true);

            StartCoroutine(LateCall());

            handS.LessStamina(30);

            WeaponSource.PlayOneShot(WeaponSound);

            Debug.Log("hit");


        }

        else
        {
            anim.SetBool("IsAttacking", false);
            
        }  

   }

    public void block()
    {
        if (Input.GetButtonDown("Fire2"))
        {
            anim.SetBool("IsBlocking", true);
        }
        else
        {
            anim.SetBool("IsBlocking", false);
        }
    }

    IEnumerator LateCall()
    {
        yield return new WaitForSeconds(sec);
        hitbox.SetActive(false);
    }


   
}

The code for the queen:

using UnityEngine;
using System.Collections;

public class SpiderQueen: MonoBehaviour {

    private NavMeshAgent myAgent;
    private Animator myAnimator;
    

    EnemyHealth eh;

    public Transform target;

    public GameObject Spiderling;

    public bool chaseTarget = true;
    public float stopingDistance;
    public float delayBetweenAttacks = 1.5f;
    private float attackCD;

    public float SpawnSpiderling = 50;
    public int AmountSpiderling = 0;



    private float distanceFromTarget;

	// Use this for initialization
	void Start () {

        myAgent = GetComponent<NavMeshAgent>();
        myAnimator = GetComponent<Animator>();
        myAgent.stoppingDistance = stopingDistance;
        attackCD = Time.time;

        eh = GetComponentInChildren<EnemyHealth>();
	
	}
	
	// Update is called once per frame
	void Update () {



        


    }

  

   public void ChaseTarget()
    {
        distanceFromTarget = Vector3.Distance(target.position, transform.position);

        if (distanceFromTarget >= stopingDistance * 1 && distanceFromTarget <= stopingDistance * 1.1)
        {
            Attack();
        }

        else if(distanceFromTarget >= stopingDistance)
        {
            chaseTarget = true;
        }
        else
        {
            AttackL();
            chaseTarget = false;
            
        }
        if (chaseTarget)
        {
            myAgent.SetDestination(target.position);
            myAnimator.SetBool("IsWalking", true);
        }
        else
        {
            myAnimator.SetBool("IsWalking", false);
        }
        if(eh.currentHealth <= SpawnSpiderling)
        {
            while(AmountSpiderling < 5)
            {
               Instantiate(Spiderling, transform.position, transform.rotation);
                AmountSpiderling++;
            }
            
        }
    }

    void Attack()
    {
        if(Time.time > attackCD)
        {
            Debug.Log("Attack");
            myAnimator.SetTrigger("Attack");
            attackCD = Time.time + delayBetweenAttacks;
        }
    }

    void AttackL()
    {
        if(Time.time > attackCD)
        {
            myAnimator.SetTrigger("AttackL");
            attackCD = Time.time + delayBetweenAttacks;
        }
    }

    void AttackR()
    {
        if(Time.time > attackCD)
        {
            myAnimator.SetTrigger("AttackR");
            attackCD = Time.time + delayBetweenAttacks;
        }
    }

    void StartAttack()
    {
        transform.RotateAround(target.position, Vector3.up, 20 * Time.deltaTime);
    }
}

The code for the spiderling:

using UnityEngine;
using System.Collections;

public class Spiderling : MonoBehaviour {

    private NavMeshAgent myAgent;
    private Animator myAnimator;




   public Transform target;

    

    public bool chaseTarget = true;
    public float stopingDistance;
    public float delayBetweenAttacks = 1.5f;
    private float attackCD;

    private float distanceFromTarget;

    void Awake()
    {
        target = GameObject.FindWithTag("Player").transform;
        myAgent = GetComponent<NavMeshAgent>();
        myAnimator = GetComponent<Animator>();
        myAgent.stoppingDistance = stopingDistance;
        attackCD = Time.time;

          
    }// Use this for initialization

    void Start()
    {
        

       

       
      
        

    }

    void Update()
    {
       Chaseplayer(); 
    }
  


    private void Chaseplayer()
    {
        distanceFromTarget = Vector3.Distance(target.position, transform.position);


         if (distanceFromTarget >= stopingDistance)
        {
            chaseTarget = true;
        }
        else if(distanceFromTarget <= stopingDistance)
        {
            Attack();
            chaseTarget = false;

        }
        if (chaseTarget)
        {
            myAgent.SetDestination(target.position);
            myAnimator.SetBool("IsWalking", true);
        }
        else
        {
            myAnimator.SetBool("IsWalking", false);
        }
      
    }

    void Attack()
    {
        if (Time.time > attackCD)
        {
            Debug.Log("Attack");
            myAnimator.SetTrigger("Attack");
            attackCD = Time.time + delayBetweenAttacks;
        }
    }

    void AttackL()
    {
        if (Time.time > attackCD)
        {
            myAnimator.SetTrigger("AttackL");
            attackCD = Time.time + delayBetweenAttacks;
        }
    }

    void AttackR()
    {
        if (Time.time > attackCD)
        {
            myAnimator.SetTrigger("AttackR");
            attackCD = Time.time + delayBetweenAttacks;
        }
    }
}

Could it have something to do with my weapon switching code?

using UnityEngine;
using System.Collections;

public class SwitchWeapons : MonoBehaviour
{
    static Animator anime;
    public GameObject Sword;
    public GameObject Axe;
    public GameObject Magic;
    public GameObject Model2;
    

    // Use this for initialization
    void Start()
    {
        Model2.SetActive(false);
        anime = gameObject.GetComponent<Animator>();

    }

    // Update is called once per frame
    void FixedUpdate()
    {
        if (Input.GetButtonDown("1"))
        {
            Model2.SetActive(false);
            Sword.SetActive(true);

            Axe.SetActive(false);
            Magic.SetActive(false);
            anime.SetBool("IsBlocking", true);

            


        }
        if (Input.GetButtonDown("2"))
        { 
            Axe.SetActive(true);
            
            Sword.SetActive(false);
            Magic.SetActive(false);

            Model2.SetActive(false);


        }
        if (Input.GetButtonDown("3"))
        {
            Model2.SetActive(true);
            Magic.SetActive(true);

            Sword.SetActive(false);
            Axe.SetActive(false);
            
        }

    }
}