Here, you hold space to throw a ball. Longer you hold, more the initial velocity. I want it to go back to 0 everytime i release Space. Any fix?

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

public class Throw : MonoBehaviour
{
[SerializeField] float InitialVelocity;
[SerializeField] float Angle;
//[SerializeField] LineRenderer _Line;
//[SerializeField] float _Step;
[SerializeField] Transform _FirePoint;
private float angle;
private float v0;

private void Update()
{
    if (Input.GetKey(KeyCode.Space))
    {
        //this.angle = Angle * 3;
        //v0 = InitialVelocity * -0.5f;
        //Debug.Log(angle);
        Debug.Log(v0);
        Increment();
        StopAllCoroutines();
        
        StartCoroutine(Coroutine_Movement());
        
    }
    

}
IEnumerator Coroutine_Movement()
{
    float t = 0; //time
    while (t < 100)
    {
        float x = v0 * t * Mathf.Cos(angle);
        float y = v0 * t * Mathf.Sin(angle) - (1f / 2f) * -Physics.gravity.y * Mathf.Pow(t, 2);
        transform.position = _FirePoint.position + new Vector3(x, y + 1f, 0);
        t += Time.deltaTime;
        yield return null;
        //v0 = 0;

    }
    

}

private void Increment()
{
    if(Input.GetKey(KeyCode.Space))
    {
        //angle = Angle * Time.deltaTime;
        v0 += (InitialVelocity + 0.2f) * Time.deltaTime;
    }

    
}

if (Input.GetKeyUp(“space”))
{
//Whatever the code
}