Enable/Disable Script on GameObject when pressing a key

Please help, I am trying to write a Script which enables/disables a Script (Called FPSPlayerLook) on a GameObject when the ESC key is pressed. When the Game is played and the ESC key is pressed nothing happens. I am unsure what is going wrong.

public GameObject playerLook;

 void awake()
    {
        // The playerLook variable is looking for access to the GameObject with the "ResetPlayer" tag.
      playerLook = GameObject.FindWithTag("ResetPlayer");
    } 

private void FixedUpdate()
    {
    if (Input.GetKey(KeyCode.Escape))
    {
        playerLook.GetComponent<FPSPlayerLook>().enabled = false;
    }

}

[SerializeField] string KeyCode;
[SerializeField] GameObject Thing;

bool Activated;
//was this update?
bool WTU;

//runs when a object with this class is loaded
void Awake()
{
     //sets initial state
     Activated = true;
}

//runs with the physics of unity
void FixedUpdate()
{
 /*checks if it was run this update, if it was switch from the state its currently in to the oposite one 
 sorry for bad english lol*/
     if(Input.GetKey(KeyCode) && WTU == false)
     {
          WTU == true;
          Activated = !Activated;
          Thing.SetActive(Activated);
     }
     if(!Input.GetKey(KeyCode) && WTU == true)
     {
          WTU = false;
     }
}

[SerializeField] string KeyCode;
[SerializeField] GameObject Thing;

bool Activated;
//was this update?
bool WTU;

//runs when a object with this class is loaded
void Awake()
{
     //sets initial state
     Activated = true;
}

//runs with the physics of unity
void FixedUpdate()
{
 /*checks if it was run this update, if it was switch from the state its currently in to the oposite one 
 sorry for bad english lol*/
     if(Input.GetKey(KeyCode) && WTU == false)
     {
          WTU == true;
          Activated = !Activated;
          Thing.SetActive(Activated);
     }
     if(!Input.GetKey(KeyCode) && WTU == true)
     {
          WTU = false;
     }
}