How to make it when you jump you can only jump if you are touching something

I have a little random script I am messing with and I can’t figure out how to make it ONLY jump when it is TOUCHING something.

Here is my code:
[/code]

I also made a fun little Look script if you want to try it

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

public class LookAim : MonoBehaviour
{
    // Start is called before the first frame update
    void Start()
    {
       
    }
    [SerializeField] private Transform ObjectToLookAt;
   
    // Update is called once per frame
    void Update()
    {
        Vector3 DirectionToFace = ObjectToLookAt.localPosition - transform.localPosition;
        transform.rotation = Quaternion.LookRotation(DirectionToFace);
        Debug.DrawRay(transform.position, DirectionToFace, Color.red);
        Quaternion targetRotation = Quaternion.LookRotation(DirectionToFace);

        transform.rotation = Quaternion.Slerp(transform.rotation, targetRotation, Time.deltaTime);
    }
}

just place in the object you want to look at and BOOM

sorry I forgot the code in the first part

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

public class FireSpirit : MonoBehaviour
{
    public int jumpPower = 500;
    public int speed = 1000;
    [SerializeField] ParticleSystem jumpFX;

    Rigidbody rigidBody;
    // Start is called before the first frame update
    void Start()
    {
        rigidBody = GetComponent<Rigidbody>();
    }

    // Update is called once per frame
    void Update()
    {   
        Jump();
        Move();
    }

    private void Move()
    {
        if (Input.GetKey(KeyCode.W))
        {
            rigidBody.AddRelativeForce(Vector3.forward * speed * Time.deltaTime);
        }
        if (Input.GetKey(KeyCode.A))
        {
            rigidBody.AddRelativeForce(Vector3.left * speed * Time.deltaTime);
        }
        if (Input.GetKey(KeyCode.S))
        {
            rigidBody.AddRelativeForce(Vector3.back * speed * Time.deltaTime);
        }
        if (Input.GetKey(KeyCode.D))
        {
            rigidBody.AddRelativeForce(Vector3.right * speed * Time.deltaTime);
        }
    }
    private void Jump()
    {
       
        {
            if (Input.GetKeyDown(KeyCode.Space))
            {
                rigidBody.AddRelativeForce(Vector3.up * jumpPower);
            }
        }
    }
  
}