I want to make my player move only in the direction in which its facing .

this is my code
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.SceneManagement;

public class movement : MonoBehaviour
{
    // Start is called before the first frame update
    public Rigidbody rBody;
    public bool jmpRDY;
    public float Hinput;
    public float Vinput;
    public bool isToGround;
    public float CICTPY;
    public float Sim_CICTP;
    public float rotationSpeed;
    Vector3 movementDirection;
    

    // Start is called before the first frame update
    void Start()
    {
        rBody = GetComponent<Rigidbody>();
        jmpRDY = false;
       isToGround = false;

    }

    // Update is called once per frame
    void Update()
    {
        if(transform.position.y <= CICTPY){
             SceneManager.LoadScene( SceneManager.GetActiveScene().name );
        }
        if(Input.GetKeyDown(KeyCode.Space) && isToGround){
            jmpRDY = true;

        }
        Hinput = Input.GetAxis("Horizontal") *5;
        Vinput = Input.GetAxis("Vertical")   *5;
        GameObject playerCamera = GameObject.Find("player camera");
       Sim_CICTP = playerCamera.transform.position.y;
       // Debug.Log(Sim_CICTP);
       Quaternion toRotation = Quaternion.LookRotation(movementDirection, Vector3.up);
            transform.rotation = Quaternion.RotateTowards(transform.rotation, toRotation, rotationSpeed * Time.deltaTime);

        }
        

    private void FixedUpdate(){
        if (jmpRDY && isToGround){
        rBody.AddForce(Vector3.up *7 , ForceMode.VelocityChange);
        jmpRDY = false;
        isToGround = false;
    } 
      rBody.velocity = new Vector3(Hinput,rBody.velocity.y,Vinput);  
    }

    void OnCollisionEnter(Collision collisionInfo){
        
        if(collisionInfo.collider.tag == "terrain"){
            isToGround = true;
        }
        

    }
}

in this code the Sim_CICTP is my camera rotation...

it is the value between 0 to 360

I want to make my player move accordingly to that value…

There are quite a few things in your code that I would change so I offer you a snippet of one of my projects, customised to your needs.

using UnityEngine;

public class RB_Move : MonoBehaviour
{

    [SerializeField] float playerMoveSpeed = 5;
    [SerializeField] Vector3 playerJumpForce = new Vector3(0, 5, 0);
    [SerializeField] float playerLookSpeed = 5;
    Rigidbody rb;
    Vector3 move;

    void Start()
    {
        rb = GetComponent<Rigidbody>();
    }

    void Update()
    {
        MovePlayer();
        JumpPlayer();
        LookPlayer();
    }

    private void FixedUpdate()
    {
        move.y = rb.velocity.y;
        rb.velocity = transform.TransformDirection(move);
    }

    void MovePlayer()
    {
        float z = Input.GetAxisRaw("Vertical");
        if (z>=0)
        {
            move = new Vector3(0, 0, z) * playerMoveSpeed;
        }
    }

    void JumpPlayer()
    {
        bool jump = Input.GetKeyDown(KeyCode.Space);
        if (jump && IsGrounded())
        {
            rb.AddForce(playerJumpForce, ForceMode.Impulse);
        }
    }

    bool IsGrounded()
    {
        Vector3 origin = transform.position;
        Vector3 direction = -transform.up;
        float maxDistance = GetComponent<Collider>().bounds.size.y / 2 + 0.1f;
        return Physics.Raycast(origin, direction, maxDistance);
    }

    void LookPlayer()
    {
        float rotate = Input.GetAxis("Mouse X") * playerLookSpeed;
        transform.Rotate(0, rotate, 0);
    }
}

If you would like some comments on your code, let me know. Several things ought to be changed – some for performance, some for maintainability, some for technical reasons.