How to implement a "kick" on keypress

This is my first time posting on a forum of these sorts so please forgive me if I mess up anywhere.
I’m currently trying to make a simple game just to learn some Unity and I’m having issues with a particular thing. It’s a 2D topdown game, a football game, where the player (a circle) can kick a ball into a goal. If anyone has played the browser game Haxball that’s pretty much it.
My problem is I don’t really know how to make the player kick the ball when a particular key is pressed. What I have right now is a collision system that allows me to run into the ball and push it around which is what I want, but I would like to be able to kick it on command therefore pushing it with more force.
I’ve seen plenty of tutorials and read other forum posts and what I have currently is a separate collider around the player that acts as a trigger and runs the script which kicks the ball, exactly how I want it. The problem is that said collider is always active meaning I have no control of when the ball is kicked.
So my goal is making it so the collider only activates when I press for example the “E” key.

This is my “Kick” script:

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

public class Kick : MonoBehaviour
{
    public float thrust;

    void Start()
    {

    }

    void Update()
    {
       
    }

    private void OnTriggerEnter2D(Collider2D other)
    {
        if(other.gameObject.CompareTag("Ball"))
        {
            Rigidbody2D Ball = other.GetComponent<Rigidbody2D>();
            if(Ball != null)
            {
                Vector2 difference = Ball.transform.position - transform.position;
                difference = difference.normalized * thrust;
                Ball.AddForce(difference, ForceMode2D.Impulse);
            }
        }
    }
}

Any help would be much appreciated, and if there’s something I need to provide in order to better explain my issue please say so!
Thank you.

UPDATE: In the time it took for the post to be approved by the moderation team (I don’t mean this with any form of disrespect of course, thankful for their help always) I kept digging and found a way to make it work.
Essentially my “Kick” script remained the same. What I did was make a second script that I found on an older post (activating and deactivating gameObject on keypress? - Questions & Answers - Unity Discussions) and attached it to the Player which basically sets the “KickHitbox” object to inactive by default and only activates it when a certain key is pressed.

The script is the following:

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

public class ActivateKick : MonoBehaviour
{

    public GameObject kickHitbox;

    // Start is called before the first frame update
    void Start()
    {
       
    }

    // Update is called once per frame
    void Update()
    {
        if (Input.GetKeyDown(KeyCode.Space))
        {
            kickHitbox.SetActive(true);
        }
        else if (Input.GetKeyUp(KeyCode.Space))
        {
            kickHitbox.SetActive(false);
        }
    }
}

With that being said, If anyone sees this and has an idea on how I could do this more efficiently in the future, please let me know! Always looking to improve.