Mario Styled Jumping

By a Mario style jump I mean you can tap the jump key and the player will do a little hop and if you hold it they will perform a higher jump. I am new to programming, and I’ve been trying to implement this into my PlayerController2D script for almost a week now.

Here’s my code:

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

public class PlayerController2D : MonoBehaviour
{

    private float movementInputDirection; // Store what direction the player is trying to move in

    private int amountOfJumpsLeft;

    private bool isFacingRight = true;
    private bool isRunning;
    private bool isGrounded;
    private bool canJump;

    private Rigidbody2D rb2d;
    private Animator anim;

    public int amountOfJumps = 1;

    public float movementSpeed = 10f;
    public float jumpForce = 16f;
    public float groundCheckRadius;

    public Transform groundCheck;
    public LayerMask whatIsGround;

    // Start is called before the first frame update
    void Start()
    {
        rb2d = GetComponent<Rigidbody2D>();
        anim = GetComponent<Animator>();
        amountOfJumpsLeft = amountOfJumps;
    }

    // Update is called once per frame
    void Update()
    {
        CheckInput();
        CheckMovementDirection();
        UpdateAnimations();
        CheckIfCanJump();
    }

    private void FixedUpdate()
    {
        ApplyMovement();
        CheckSurroundings();
    }

    private void CheckSurroundings() 
    {
        isGrounded = Physics2D.OverlapCircle(groundCheck.position, groundCheckRadius, whatIsGround);
    }

    private void CheckIfCanJump() 
    {
        if (isGrounded && rb2d.velocity.y <= 0)
        {
            amountOfJumpsLeft = amountOfJumps;
        }

        if (amountOfJumpsLeft <= 0)
        {
            canJump = false;
        }
        else 
        {
            canJump = true;
        }
    }

    private void CheckMovementDirection() // Check whether or not the player is facing right and moving right and if it's not the same it will flip the character
    {

        if (isFacingRight && movementInputDirection < 0)
        {
            Flip();
        }
        else if (!isFacingRight && movementInputDirection > 0)
        {
            Flip();
        }

        if (rb2d.velocity.x != 0)
        {
            isRunning = true;
        }
        else 
        {
            isRunning = false;
        }

    }

    private void UpdateAnimations() 
    {
        anim.SetBool("isRunning", isRunning);
        anim.SetBool("isGrounded", isGrounded);
        anim.SetFloat("yVelocity", rb2d.velocity.y);
    }

    private void CheckInput() // Check Input that we are expecting from the player
    {
        movementInputDirection = Input.GetAxisRaw("Horizontal"); // Based off this input we will apply force to the player

        if (Input.GetButtonDown("Jump")) 
        {
            Jump();
        }

    }

    private void Jump() 
    {

        if (canJump) 
        {
            rb2d.velocity = new Vector2(rb2d.velocity.x, jumpForce);
            amountOfJumpsLeft--;
        }
    }

    private void ApplyMovement()
    {
        rb2d.velocity = new Vector2(movementSpeed * movementInputDirection, rb2d.velocity.y);
    }

    private void Flip()
    {
        isFacingRight = !isFacingRight;
        transform.Rotate(0.0f, 180.0f, 0.0f);
    }

    private void OnDrawGizmos()
    {
        Gizmos.DrawWireSphere(groundCheck.position, groundCheckRadius);
    }
}

I think this might help you.
@DevYoung

  public float initVelocity = 5; //force when first click
    public float continueVelocity = 0.25f; //force when holding mouse button
    public float jumpDuration = 2f;  //holding button duration

    float jumpTime;
    Rigidbody2D body2D;
    bool isJumping, canJump = true;


    void Start()
    {
        body2D = GetComponent<Rigidbody2D>();
    }

    void Update()
    {
        JumpInput();
    }
    void JumpInput()
    {

        if (Input.GetMouseButtonDown(0) && canJump)
        {
            canJump = false; //this might set true when player collide with ground.
            jumpTime = 0; //reset jump time
            isJumping = true; //player jumping
            Vector2 jumpDir = (Vector2.one); //you can change the direction according to your game.
            body2D.velocity = jumpDir * initVelocity; //instant add velocity for player
        }
        if (isJumping && jumpTime < jumpDuration)
        {
            Vector2 jumpDir = Vector2.one; //you can change the direction according to your game.
            body2D.AddForce(jumpDir * continueVelocity, ForceMode2D.Impulse); //add more force to the player.
            jumpTime += Time.deltaTime;
        }
        if (Input.GetMouseButtonUp(0))
        {
            isJumping = false; //player no longer hold mouse button, ain't jump anymore.
        }
    }