some issues with a c# jumping code in unity

This the code I am having issues with, in fact when I press the space button, the player will just repeat the animation of jump and even the right arrow doesn't work anymore.

This the code I am having issues with, in fact when I press the space button, the player will just repeat the animation of jump and even the right arrow doesn't work anymore.

Please if you could help you will be more than welcome

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

using UnityEngine;

public class Player : MonoBehaviour
{
Rigidbody2D rb2d;
public float Speed = 30f;
public float JumpForce = 30f;
bool Jump;
float speed;
private bool FacingRight;

// Start is called before the first frame update
void Start()
{
        FacingRight = true;
        rb2d = GetComponent<Rigidbody2D>();
        rb2d.velocity = Vector2.zero;        
}

// Update is called once per frame
void Update()
{
    if (Input.GetKey(KeyCode.Space))
    {
        GetComponent<Animator>().SetBool("Jump", true);        
    }

    if (Input.GetKey(KeyCode.RightArrow))
    {        
        GetComponent<Animator>().SetFloat("speed", 1);
        rb2d.velocity = Vector2.right * Speed * Time.deltaTime;                    
    }

    if (Input.GetKey(KeyCode.LeftArrow))
    {
        GetComponent<Animator>().SetFloat("speed", 1);
        rb2d.velocity = Vector2.left * Speed * Time.deltaTime;                   
    }
    else
    {
        GetComponent<Animator>().SetFloat("speed", 0f);
        rb2d.velocity = Vector2.zero;                  
    }

}

private void FixedUpdate()
{
    float horizontal = Input.GetAxis("Horizontal");
    Flip(horizontal);
}

private void Flip (float horizontal)
{
    if (horizontal > 0 && !FacingRight || horizontal < 0 && FacingRight)
    {
        FacingRight = !FacingRight;
        Vector3 theScale = transform.localScale;
        theScale.x *= -1;
        transform.localScale = theScale;
    }
}

 void OnCollisionEnter2D(Collision2D col)
{
    if (col.gameObject.name ==" Front_Buildings")
    {
        GetComponent<Animator>().SetBool("isGrounded", true);
        rb2d.velocity = Vector2.zero ;      
    }              
}       

}


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