My player does not jump! which the error?

using UnityEngine;
using System.Collections;

public class player : MonoBehaviour {

public float velocidade;

public Transform playe;
private Animator animator;

public bool isGrounded;
public float force;

public float JumpTime = 0.4f;
public float JumpDelay = 0.4f;
public bool Jumped = false;
public Transform ground;


// Use this for initialization
void Start () {
	animator = playe.GetComponent <Animator> ();
}

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

void Movimentacao() {

	isGrounded = Physics2D.Linecast(this.transform.position, ground.position, 1 << LayerMask.NameToLayer("plataforma"));

	animator.SetFloat ("correndo", Mathf.Abs (Input.GetAxis ("Horizontal")));

	if (Input.GetAxisRaw("Horizontal") > 0 ) {
		transform.Translate (Vector2.right * velocidade * Time.deltaTime);
		transform.eulerAngles = new Vector2(0, 0);
	}
	
	if (Input.GetAxisRaw("Horizontal") < 0 ){
		transform.Translate (Vector2.right * velocidade * Time.deltaTime);
		transform.eulerAngles = new Vector2(0,180);
	
	

	}

      if (Input.GetButtonDown("Jump")&& isGrounded && !Jumped ) {
		rigidbody2D.AddForce(transform.up * force);
		JumpTime = JumpDelay;
		animator.SetTrigger ("jump");
		Jumped=true;
		
		
		
}
	JumpTime -= Time.deltaTime;

if (JumpTime <= 0 && isGrounded && Jumped) {
	animator.SetTrigger("ground");
		Jumped=false;
		
		
}

}
}

Does force actually = something in the inspector? If you forgot to set it or if you reset your script in the inspector, you have force to = 0. That means that when you press jump button you are making it addforce to transform.up * 0 which of course means it will = 0.