How do I slow down the action of the character when I jump

I wan to make the charcter in slow motion if slow function is activated

//////////////////////////////////////////////////
using UnityEngine;
using System.Collections;

// Require a character controller to be attached to the same game object
[RequireComponent(typeof (CharacterController))]
[AddComponentMenu(“Third Person Player/Third Person Controller”)]

public class Gravity : MonoBehaviour {

public float rotationDamping = 20.0f;
public float runSpeed = 10.0f;
public float fallinggravity = 9.8f;
public float jumpSpeed = 8.0f;
public float risinggravity = 15f;

bool slow = false;
bool freeze=false;
bool fastforward=false;
bool canJump;
float moveSpeed;
float verticalVel; // Used for continuing momentum while in air
CharacterController controller;
//public Vector3 moveDirection = Vector3.zero;

void Start()
{
moveSpeed = runSpeed;
controller = (CharacterController)GetComponent(typeof(CharacterController));
}
float UpdateMovement()
{
// Movement
float x = Input.GetAxis(“Vertical”);
float z = Input.GetAxis(“Horizontal”);

Vector3 inputVec = new Vector3(x, 0, z);
inputVec *= runSpeed;

controller.Move((inputVec + Vector3.up * -risinggravity + new Vector3(0, verticalVel, 0)) * Time.deltaTime);

// Rotation
// if (inputVec != Vector3.zero)
// transform.rotation = Quaternion.Slerp(transform.rotation,Quaternion.LookRotation(inputVec),
// Time.deltaTime * rotationDamping);

return inputVec.magnitude;
}
void Update()
{

// Check for jump
if (controller.isGrounded )
{
canJump = true;
if ( canJump Input.GetKeyDown(“space”) )
{
// Apply the current movement to launch velocity
verticalVel = jumpSpeed;
canJump = false;
}
}else
{
// Apply gravity to our velocity to diminish it over time
verticalVel -= fallinggravity * Time.deltaTime;

if(runSpeed > 0)
runSpeed += (runSpeed + jumpSpeed)/fallinggravity * Time.deltaTime;

}

//check for freeze
if(freeze)
{
moveSpeed=0;
}
//check for slow
if (slow)
{
moveSpeed =10.0f;
jumpSpeed = 40.0f;
}
if (fastforward)
{
moveSpeed =50.0f;
jumpSpeed = 70.0f;
}
// Actually move the character
UpdateMovement();

if ( controller.isGrounded )
{
verticalVel = 0f;// Remove any persistent velocity after landing
runSpeed = moveSpeed;
}

}
}

if you show your script in code tags it may be easier to get a reply, as there may be an error in your script that causes damage. Many may not want to go to the trouble of downloading, opening and looking at it when they could just look at it here inside of code tags.

You probably just need to adjust the gravity.