My character can't move left or right, but can jump and shoot,My character won't move left and right, but can jump and shoot.,My character won't move left and right.

I’m working on a small project for a class, I accidentally downloaded some assets from the store that screwed up the entire project. I’m almost done fixing it, but I can’t get my character to move left or right on keyboard, but can get them to jump and shoot. This is the code I’m working with.

using UnityEngine;

public class CharacterController2D : MonoBehaviour {

public GameObject bulletToRight, bulletToLeft;
Vector2 bulletPos;
public float fireRate = 0.5f;
float nextFire = 0.0f;

bool facingRight = true;
public float maxSpeed = 10f;

Animator anim;

bool grounded = false;
public Transform groundCheck;
float groundRadius = 0.2f;
public LayerMask whatIsGround;
public float jumpForce = 180f;
bool doubleJump = false;
public AudioClip coinSound;
public AudioClip shot1;

void Start () 
{
	anim = GetComponent<Animator>();
}
void FixedUpdate () 
{
	grounded = Physics2D.OverlapCircle(groundCheck.position, groundRadius, whatIsGround);
	anim.SetBool("Ground", grounded);

	if(grounded)
		doubleJump = false;

	anim.SetFloat ("vSpeed", GetComponent<Rigidbody2D>().velocity.y);

	float move = Input.GetAxis ("Horizontal");

	anim.SetFloat("Speed", Mathf.Abs(move));

	GetComponent<Rigidbody2D>().velocity = new Vector2(move * maxSpeed, GetComponent<Rigidbody2D>().velocity.y);

if(move > 0 &&!facingRight)
	Flip ();
	else if(move < 0 && facingRight)
		Flip ();

	if (Input.GetButton("Run"))
	{
		maxSpeed = 4f;
	anim.SetFloat("Running",Mathf.Abs(move));
	}
		else if(!Input.GetButton("Run")){
		maxSpeed = 4f;
	}
}
void Update()
{

    if ((grounded || !doubleJump) && Input.GetKeyDown(KeyCode.Space))
    {
        anim.SetBool("Ground", false);
        GetComponent<Rigidbody2D>().AddForce(new Vector2(0, jumpForce));

        if (!doubleJump & !grounded)
            doubleJump = true;
    }
    bool shoot = Input.GetKeyDown(KeyCode.F);
    anim.SetBool("Shooting", false);
    if (shoot && Time.time > nextFire)
    {
        GetComponent<AudioSource>().PlayOneShot(shot1);
        anim.SetBool("Shooting", true);
        nextFire = Time.time + fireRate;
        fire();
    }
}

void fire()
{
    bulletPos = transform.position;
    if (facingRight)
    {
        bulletPos += new Vector2(+0.8f, -0.43f);
        Instantiate(bulletToRight, bulletPos, Quaternion.identity);
    } else
    {
        bulletPos += new Vector2(-0.8f, -0.43f);
        Instantiate(bulletToLeft, bulletPos, Quaternion.identity);
    }
}

public void FinishLevel()
{
    SoundHelper.Instance.MakeLevelFinishSound();
}
private void OnTriggerEnter2D(Collider2D col)
{
    if (col.gameObject.tag == "Coin")
    {
        GameManager.Instance.CollectedCoins++;
        GetComponent<AudioSource>().PlayOneShot(coinSound);
        Destroy(col.gameObject);
    }
}
public void OnCollisionEnter2D(Collision2D other) 
{ 
    if (other.gameObject.tag == "Platforms")
    {
        this.transform.SetParent(other.transform);
    }
}
void Flip()
{
	facingRight = !facingRight;
	Vector3 theScale = transform.localScale;
	theScale.x *= -1;
	transform.localScale = theScale;
}

},Im making a small game for a project im doing, I accidentally installed assets from the store that screwed something up with my game. I’m almost done fixing it but I can’t move my character left and right and I don’t know where to fix it. This is the C# code im working with.

using UnityEngine;

public class CharacterController2D : MonoBehaviour {

public GameObject bulletToRight, bulletToLeft;
Vector2 bulletPos;
public float fireRate = 0.5f;
float nextFire = 0.0f;

bool facingRight = true;
public float maxSpeed = 10f;

Animator anim;

bool grounded = false;
public Transform groundCheck;
float groundRadius = 0.2f;
public LayerMask whatIsGround;
public float jumpForce = 180f;
bool doubleJump = false;
public AudioClip coinSound;
public AudioClip shot1;

void Start () 
{
	anim = GetComponent<Animator>();
}
void FixedUpdate () 
{
	grounded = Physics2D.OverlapCircle(groundCheck.position, groundRadius, whatIsGround);
	anim.SetBool("Ground", grounded);

	if(grounded)
		doubleJump = false;

	anim.SetFloat ("vSpeed", GetComponent<Rigidbody2D>().velocity.y);

	float move = Input.GetAxis ("Horizontal");

	anim.SetFloat("Speed", Mathf.Abs(move));

	GetComponent<Rigidbody2D>().velocity = new Vector2(move * maxSpeed, GetComponent<Rigidbody2D>().velocity.y);

if(move > 0 &&!facingRight)
	Flip ();
	else if(move < 0 && facingRight)
		Flip ();

	if (Input.GetButton("Run"))
	{
		maxSpeed = 4f;
	anim.SetFloat("Running",Mathf.Abs(move));
	}
		else if(!Input.GetButton("Run")){
		maxSpeed = 4f;
	}
}
void Update()
{

    if ((grounded || !doubleJump) && Input.GetKeyDown(KeyCode.Space))
    {
        anim.SetBool("Ground", false);
        GetComponent<Rigidbody2D>().AddForce(new Vector2(0, jumpForce));

        if (!doubleJump & !grounded)
            doubleJump = true;
    }
    bool shoot = Input.GetKeyDown(KeyCode.F);
    anim.SetBool("Shooting", false);
    if (shoot && Time.time > nextFire)
    {
        GetComponent<AudioSource>().PlayOneShot(shot1);
        anim.SetBool("Shooting", true);
        nextFire = Time.time + fireRate;
        fire();
    }
}

void fire()
{
    bulletPos = transform.position;
    if (facingRight)
    {
        bulletPos += new Vector2(+0.8f, -0.43f);
        Instantiate(bulletToRight, bulletPos, Quaternion.identity);
    } else
    {
        bulletPos += new Vector2(-0.8f, -0.43f);
        Instantiate(bulletToLeft, bulletPos, Quaternion.identity);
    }
}

public void FinishLevel()
{
    SoundHelper.Instance.MakeLevelFinishSound();
}
private void OnTriggerEnter2D(Collider2D col)
{
    if (col.gameObject.tag == "Coin")
    {
        GameManager.Instance.CollectedCoins++;
        GetComponent<AudioSource>().PlayOneShot(coinSound);
        Destroy(col.gameObject);
    }
}
public void OnCollisionEnter2D(Collision2D other) 
{ 
    if (other.gameObject.tag == "Platforms")
    {
        this.transform.SetParent(other.transform);
    }
}
void Flip()
{
	facingRight = !facingRight;
	Vector3 theScale = transform.localScale;
	theScale.x *= -1;
	transform.localScale = theScale;
}

},