control animation using animation control class

I did a sample existing code to control animation using animation.I dragged and dropped a character into the scene then I added a Animator to it and added the animator controller.Below I have given the screen short of the animation

Then I have attached the following code to it

Animator animator;
	int eatHash=Animator.StringToHash("Jump");
 int stateHash=Animator.StringToHash("Base Layer.idle");

	void Start () {

		animator = GetComponent<Animator>();
	
	}
	
	// Update is called once per frame
	void Update () {
	
		//animator.SetBool ("isEat", true);
		float move = Input.GetAxis ("Vertical");
		animator.SetFloat ("Speed",move);

		AnimatorStateInfo stateinfo = animator.GetCurrentAnimatorStateInfo (0);
		if (Input.GetKeyDown(KeyCode.Space))

		{
			Debug.Log ("clicked spacebar");
			animator.SetTrigger(eatHash);
				}
				
}

The problem here is the above code is working,when I run the project the animation is getting played one after the another according to the state diagram.But when I click on the space bar the trigger function(jump animation ) is not working

if (Input.GetKeyDown(KeyCode.Space))

        {
            Debug.Log ("clicked spacebar");
            animator.SetTrigger(eatHash);
                }

The Jump state has a transition only from idle state. So on pressing Jump the jump state animation will only be played if the character is currently in idle state.

If you want to transition from any other state to jump state then you need to create such transitions between stated in the animator.