How can i disable movement while my character aim and throw

Hi i am trying to get my character to not move while aiming and throwing but so far unsuccesful i there a way to stop this from happening?
public class ThrowStinkbomb : MonoBehaviour
{
public Animator animator; // Reference to the character’s Animator component.
public string throwAnimationTrigger = “Throw”; // The name of the trigger parameter in the Animator for the throwing animation.
public GameObject objectToThrow; // Reference to the object to throw.
public float throwForce = 10f; // The force applied to the thrown object.
public float movementSpeed = 5f; // Character’s movement speed.

private bool isAiming = false;        // Flag to track if the character is aiming.

void Update()
{
    // Check for right mouse button press to initiate aiming.
    if (Input.GetMouseButtonDown(1) && !isAiming)
    {
        StartAiming();
    }

    // Check for right mouse button release to throw when aiming.
    if (Input.GetMouseButtonUp(1) && isAiming)
    {
        Throw();
    }
}

void StartAiming()
{
    // Set the boolean parameter in the Animator to true to trigger the aiming animation.
    animator.SetBool("Aim", true);
    isAiming = true; // Set the flag to indicate the character is aiming.

    // Disable character's movement during aiming.
    animator.SetFloat("Speed", 0f); // Assuming "Speed" is a parameter controlling movement in your Animator.
}

void Throw()
{
    // Trigger the throw animation using the trigger parameter.
    animator.SetTrigger(throwAnimationTrigger);

    // Stop aiming by setting the boolean parameter back to false.
    animator.SetBool("Aim", false);
    isAiming = false;

    // Enable character's movement after throwing.
    animator.SetFloat("Speed", 1f); // Set to 1 to enable movement, adjust if needed.
}

// Animation event called at the point in the animation where the object should be thrown.
public void ThrowObjectEvent()
{
    // Instantiate the object at the character's position.
    GameObject thrownObject = Instantiate(objectToThrow, transform.position, transform.rotation);

    // Get the rigidbody of the thrown object.
    Rigidbody rb = thrownObject.GetComponent<Rigidbody>();

    if (rb != null)
    {
        // Apply force to the thrown object.
        rb.AddForce(transform.forward * throwForce, ForceMode.VelocityChange);
    }
}

}