Need help with attacking animation!!

so basically i got one problem with attack animation, when i’m pressing attack button while running my player is staring to slide and attack, who can suggest solution to that problem. Here is my code!!

using System.Collections;
using System.Collections.Generic;
using UnityEngine;

public class KilluaControl : MonoBehaviour
{
private Rigidbody2D rb;
private Animator anim;
public float moveSpeed;

private bool attack;
private float driX;
private bool facingRight = true;
private Vector3 localScale;

private void Start (){
    rb = GetComponent<Rigidbody2D>();
    anim = GetComponent<Animator>();
    localScale = transform.localScale;
    moveSpeed = 15f;
}

private void Update () 
{
    if(!this.anim.GetCurrentAnimatorStateInfo(0).IsTag("Attacking"))
    {
        driX = Input.GetAxisRaw("Horizontal") * moveSpeed;

        if(Input.GetButtonDown("Jump") && rb.velocity.y == 0)
        rb.AddForce(Vector2.up * 1000f);
    

        if(Mathf.Abs(driX) > 0 && rb.velocity.y == 0)
            anim.SetBool("isRunning", true);
        else
            anim.SetBool("isRunning", false);

        if (rb.velocity.y == 0)
        {
            anim.SetBool("isJumping", false);
            anim.SetBool("isFalling", false);
        }

        if (rb.velocity.y > 0)
            anim.SetBool("isJumping", true);

        if (rb.velocity.y < 0)
        {
            anim.SetBool("isJumping", false);
            anim.SetBool("isFalling", true);
        }
    }
    
    {
        HanldeInput();
    }
}
private void HandleAttacks()
{
    if(attack && !this.anim.GetCurrentAnimatorStateInfo(0).IsTag("Attacking"))
    {
        anim.SetTrigger("isAttacking1");
      
    }
}

private void HanldeInput()
{
    if (Input.GetMouseButtonDown(0))
    {
        attack = true;
    }
}

private void FixedUpdate()
{
    rb.velocity = new Vector2(driX, rb.velocity.y);

    HandleAttacks();

    ResetValues();
}

private void LateUpdate()
{
    if (driX > 0)
        facingRight = true;
    else if (driX < 0)
        facingRight = false;

    if (((facingRight) && (localScale.x < 0)) || ((!facingRight) && (localScale.x > 0)))
        localScale.x *= -1;
    
    transform.localScale = localScale;
}

private void ResetValues()
{
    attack = false;
}

}

Open the animation by going to the “Animations” tab,

172636-aba.png

from this one down and you will see the bake into pose in rotation, Y position and XZ position.

172637-v.png

If you activate the bake into pose of the rotation, the animation will only go in one direction. If you activate the bake into pose from Position Y, it will not rise. And if you activate the bake into pose from Position XZ it will animate without moving. You can activate as much as you wish and find it necessary.