For the attacking, an event/message/etc might work well. Play the attack animation like any other animation, but, make it send a message at the point when you want the attack to damage something.
Have some sort of listener that checks if there is a damageable object in range of the swing. If so, damage that object. If not, do nothing.
Though, that would only make the swing damaging at one point in time. If it's a wide swing, for example, technically it should damage anything it intersects at any point during the animation. In that case, maybe a collision box around the weapon would be good. Then you can just use your existing collision system, probably.