Basic Joystick for Standard Third Person controller, help!

Hello guys. I’m new to unity, as you might have guessed. I’m using the script below to create a simple joystick for controlling the Standard Third Person character.

using UnityEngine;
using UnityEngine.UI;
using UnityEngine.EventSystems;
using System.Collections;

public class VirtualJoystick : MonoBehaviour, IDragHandler,IPointerUpHandler,IPointerDownHandler
{

private Image bgImg;
private Image joystickImg;
private Vector3 inputVector;

private void start()
{
  bgImg = GetComponent<Image> ();
  joystickImg = transform.GetChild(0).GetComponent<Image>();
}
public virtual void OnDrag(PointerEventData ped)
{
  Vector2 pos;
  if(RectTransformUtility.ScreenPointToLocalPointInRectangle(bgImg.rectTransform
                 , ped.position
                 , ped.pressEventCamera
                 , out pos))
  {
   pos.x = (pos.x / bgImg.rectTransform.sizeDelta.x);
   pos.y = (pos.y / bgImg.rectTransform.sizeDelta.y);

   inputVector = new Vector3 (pos.x*2 + 1,0,pos.y*2 - 1);
   inputVector = (inputVector.magnitude > 1.0f) ? inputVector.normalized : inputVector;

   joystickImg.rectTransform.anchoredPosition =
    new Vector3 (inputVector.x * (bgImg.rectTransform.sizeDelta.x/3)
     , inputVector.z * (bgImg.rectTransform.sizeDelta.y/3));
  }
}

public virtual void OnPointerDown(PointerEventData ped)
{
  OnDrag (ped);
}


public virtual void OnPointerUp(PointerEventData ped)
{
  inputVector = Vector3.zero;
  joystickImg.rectTransform.anchoredPosition = Vector3.zero;
}

public float Horizontal()
{
  if (inputVector.x != 0)
   return inputVector.x;
  else
   return Input.GetAxis ("Horizontal");
}

public float Vertical()
{

  if (inputVector.z != 0)
   return inputVector.z;
  else
   return Input.GetAxis ("Vertical");
}
}

My problem is, I coudn’t figure out how to implement it the controls of third person controller. Could you help me out? Thank you for your time.

You should give some more information about what you tried to achieve, what you did and how it is acting at the moment.