make player move in direction it's facing

Hello to all, currently I am having issues making my player move in the direction of its rotation. For some reason it only wants to move in the first direction it was facing. I would like it to continue to only move by hoping. Thanks in advance!

public GameObject player;
public float speed = 7.0f;
public float rotateSpeed = 3.0f;


void Update()
{     
    //Moves player upwards
    if (Input.GetAxis("Vertical") == 1)
    {
        var move = new Vector3(0, Input.GetAxis("Vertical"), 0);
        transform.Translate(transform.up * speed * Time.smoothDeltaTime);
    }

    //Rotates player direction
    if (Input.GetAxis("HorizontalTurn") > 0)
        transform.Rotate(Vector3.up * 90 * Time.deltaTime);

    else if (Input.GetAxis("HorizontalTurn") < 0)
        transform.Rotate(Vector3.up * -90 * Time.deltaTime);

    //launches player forward based on momentum from left stick and facing direction of right
    if (Input.GetAxis("rightTrigger") == 1 && Input.GetAxis("Vertical") == 1)
         {
              transform.position += Vector3.forward * Time.deltaTime * speed;
         }
} 

}

Use Rigidbody to make it easy:

public float movementSpeed = 10f;
Vector3 movement;

Rigidbody rigidbody;

void Awake()
{
	rigidbody = GetComponent<Rigidbody>();
}

void FixedUpdate()
{
	float horizontal = Input.GetAxisRaw("Horizontal");
	float vertical = Input.GetAxisRaw("Horizontal");

	MoveCharacter(horizontal, vertical);
}

void MoveCharacter(horizontal, vertical)
{
	movement.Set(horizontal, 0, vertical);
	if (horizontal != 0 || vertical != 0)
	{
		rigidbody.MoveRotation(Quaternion.LookRotation(movement));
	}
	movement = movement.normalized * movementSpeed * Time.deltaTime;
	rigidbody.MovePosition(transform.position + movement)
}

That’s the code if I remember it right. Haha

You should move your player with a Rigidbody.
transform.Translate is more like teleportation and doesn’t always collide correctly with objects.
To move your player according to its rotation, use the Rigidbody.AddRelativeForce method.