Disable Movement script on trigger enter

Using the 2D sample assets pack for movement scripts. Trying to get it do disable the players movement after he hits an object tagged as “Goal”
I tried implementing this on about line 100 in the PlatformerCharacter2D script, but cant seem to figure it out

PlatformerCharater2D:
using UnityEngine;

public class PlatformerCharacter2D : MonoBehaviour 
{
	bool facingRight = true;							// For determining which way the player is currently facing.

	[SerializeField] float maxSpeed = 10f;				// The fastest the player can travel in the x axis.
	[SerializeField] float jumpForce = 400f;			// Amount of force added when the player jumps.	

	[Range(0, 1)]
	[SerializeField] float crouchSpeed = .36f;			// Amount of maxSpeed applied to crouching movement. 1 = 100%
	
	[SerializeField] bool airControl = false;			// Whether or not a player can steer while jumping;
	[SerializeField] LayerMask whatIsGround;			// A mask determining what is ground to the character
	
	Transform groundCheck;								// A position marking where to check if the player is grounded.
	float groundedRadius = .2f;							// Radius of the overlap circle to determine if grounded
	bool grounded = false;								// Whether or not the player is grounded.
	Transform ceilingCheck;								// A position marking where to check for ceilings
	float ceilingRadius = .01f;							// Radius of the overlap circle to determine if the player can stand up
	Animator anim;										// Reference to the player's animator component.


    void Awake()
	{
		// Setting up references.
		groundCheck = transform.Find("GroundCheck");
		ceilingCheck = transform.Find("CeilingCheck");
		anim = GetComponent<Animator>();
	}


	void FixedUpdate()
	{
		// The player is grounded if a circlecast to the groundcheck position hits anything designated as ground
		grounded = Physics2D.OverlapCircle(groundCheck.position, groundedRadius, whatIsGround);
		anim.SetBool("Ground", grounded);

		// Set the vertical animation
		anim.SetFloat("vSpeed", rigidbody2D.velocity.y);
	}


	public void Move(float move, bool crouch, bool jump)
	{


		// If crouching, check to see if the character can stand up
		if(!crouch && anim.GetBool("Crouch"))
		{
			// If the character has a ceiling preventing them from standing up, keep them crouching
			if( Physics2D.OverlapCircle(ceilingCheck.position, ceilingRadius, whatIsGround))
				crouch = true;
		}

		// Set whether or not the character is crouching in the animator
		anim.SetBool("Crouch", crouch);

		//only control the player if grounded or airControl is turned on
		if(grounded || airControl)
		{
			// Reduce the speed if crouching by the crouchSpeed multiplier
			move = (crouch ? move * crouchSpeed : move);

			// The Speed animator parameter is set to the absolute value of the horizontal input.
			anim.SetFloat("Speed", Mathf.Abs(move));

			// Move the character
			rigidbody2D.velocity = new Vector2(move * maxSpeed, rigidbody2D.velocity.y);
			
			// If the input is moving the player right and the player is facing left...
			if(move > 0 && !facingRight)
				// ... flip the player.
				Flip();
			// Otherwise if the input is moving the player left and the player is facing right...
			else if(move < 0 && facingRight)
				// ... flip the player.
				Flip();
		}

        // If the player should jump...
        if (grounded && jump) {
            // Add a vertical force to the player.
            anim.SetBool("Ground", false);
            rigidbody2D.AddForce(new Vector2(0f, jumpForce));
        }
	}

	
	void Flip ()
	{
		// Switch the way the player is labelled as facing.
		facingRight = !facingRight;
		
		// Multiply the player's x local scale by -1.
		Vector3 theScale = transform.localScale;
		theScale.x *= -1;
		transform.localScale = theScale;
	}

	void OnTriggerEnter2D(Collider2D goal)
	{
		if(goal.tag == "Goal")
		{
			

PlatformerCharacter2D.enabled = false;
		}
	}
}

Platformer2DUserControls:

using UnityEngine;

[RequireComponent(typeof(PlatformerCharacter2D))]
public class Platformer2DUserControl : MonoBehaviour 
{
	private PlatformerCharacter2D character;
    private bool jump;


	void Awake()
	{
		character = GetComponent<PlatformerCharacter2D>();
	}

    void Update ()
    {
        // Read the jump input in Update so button presses aren't missed.
#if CROSS_PLATFORM_INPUT
        if (CrossPlatformInput.GetButtonDown("Jump")) jump = true;
#else
		if (Input.GetButtonDown("Jump")) jump = true;
#endif

    }

	void FixedUpdate()
	{
		// Read the inputs.
		bool crouch = Input.GetKey(KeyCode.LeftControl);
		#if CROSS_PLATFORM_INPUT
		float h = CrossPlatformInput.GetAxis("Horizontal");
		#else
		float h = Input.GetAxis("Horizontal");
		#endif

		// Pass all parameters to the character control script.
		character.Move( h, crouch , jump );

        // Reset the jump input once it has been used.
	    jump = false;
	}
}

He is a 1 in the future you should try and look for the answer before you ask as there are many tutorials and Unity Answers around for this.