Help with Player Controller Script

I have a script from a youtube tutorial. Was wondering if anyone would be so kind as to help me change it over to click to move instead of A and D key.

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

public class PlayerController : MonoBehaviour {

    public static PlayerController main;

    public Animator anim;
    private float incapacitatedTime;    // if > 0, Player cannot move, attack, nor use items

    [Header("Stats")]

    float totalHealth = 30;
    float currentHealth = 0;
    bool dead;

    public int mummiesKilled;

    public int level = 1;
    private Text levelText;
    public float experience {get; private set;}
    private Transform experienceBar;
    private Transform healthBar;

    [Header("Movement")]
    private bool canMove = true;
    private bool isJumping = false;
    public float movementSpeed;
    public float velocity;
    public float jumpStrength;
    public Rigidbody rb;

    [Header("Combat")]
    private List<Transform> enemiesInRange = new List<Transform>();
    private bool canAttack = true;
    private bool attacking;
    public float weaponDamage;
    public float bonusDamage;
    public float attackDamage;
    public float attackSpeed;
    public float attackRange;

    public Skill SelectedSkill;


//    [Header("Build")]
    //character attributes are calculated with the stats + equipment + buffs
    public float strength;// {get; private set;}
    public float vitality {get; private set;}
    public float agility {get; private set;}
    public float intelligence {get; private set;}
    public float dexterity;// {get; private set;}
    public float cunningness {get; private set;}

    // Use this for initialization
    void Start () {
        if(main == null) main = this;

        AnimationEvents.OnSlashAnimationHit += DealDamage;
        AnimationEvents.OnJumpAnimationJump += JumpCallback;
        experienceBar = UIManager.instance.canvas.Find("Character Info/Experience");
        healthBar = UIManager.instance.canvas.Find("Character Info/Health");
        levelText = UIManager.instance.canvas.Find("Character Info/Level_Text").GetComponent<Text>();
        SetExperience(0);
        SetHealth(totalHealth);
        SetAttackDamage();
    }

    void SetAttackDamage(){
        attackDamage = GameLogic.CalculatePlayerBaseAttackDamage(this) + weaponDamage + bonusDamage;
    }

    // Update is called once per frame
    void Update () {
        if(incapacitatedTime > 0) return;
        GetInput();
        Move();
    }

    void GetInput(){
        if(Input.GetMouseButtonUp(0)){
           
        }
        //move left
        if(Input.GetKey(KeyCode.A)){
            SetVelocity(-1);
        }
        else if(Input.GetKeyUp(KeyCode.A)){
            SetVelocity(0);
            anim.SetInteger("Condition", 0);
        }
        //move right
        if(Input.GetKey(KeyCode.D)){
            SetVelocity(1);
        }
        else if(Input.GetKeyUp(KeyCode.D)){
            SetVelocity(0);
            anim.SetInteger("Condition", 0);
        }
        //Jump
        if(Input.GetKeyDown(KeyCode.Space) || Input.GetKeyDown(KeyCode.W)){
            Jump();
        }
    }
    #region MOVEMENT
    void Move(){
        if(velocity == 0){
//            anim.SetInteger("Condition", 0);
            return;
        } else {
            //we can only move if we are not doing something that doesn't allow us to move.
            if(canMove){
                if (!isJumping) {
                    anim.SetInteger("Condition", 1);
                    rb.MovePosition(transform.position + (Vector3.right * velocity * movementSpeed * Time.deltaTime));
                }
                else { //if we are indeed jumping
                    rb.MovePosition(transform.position + (Vector3.right * velocity * movementSpeed / 5 * Time.deltaTime));
                }
            }
        }

    }
    void SetVelocity(float dir){
        //Look left or right depending on the (- +) of dir.
        if(dir < 0) transform.LookAt(transform.position + Vector3.left);
        else if(dir > 0) transform.LookAt(transform.position + Vector3.right);
        velocity = dir;
    }

    void Jump(){
        rb.velocity = transform.forward * Mathf.Abs(velocity) * 4;  //Keep momentum when Jumping
        rb.useGravity = true;
        anim.SetInteger("Condition", 5);
        isJumping = true;
    }

    void JumpCallback(){
        rb.AddForce(Vector3.up * jumpStrength);
    }
    #endregion

    #region COMBAT
    public void Attack(){
        if(!canAttack) return;    //Changed
        anim.speed = attackSpeed;
        anim.SetInteger("Condition", 2);
        StartCoroutine(AttackRoutine());
        StartCoroutine(AttackCooldown()); //new
    }

    void DealDamage(){
        print("deal damage!");
        GetEnemiesInRange();
        foreach(Transform enemy in enemiesInRange){
            EnemyController ec = enemy.GetComponent<EnemyController>();
            if(ec == null) continue;
            ec.GetHit(attackDamage);
        }
    }

    IEnumerator AttackRoutine(){
        canMove = false;
        yield return new WaitForSeconds(0.1f);
        anim.SetInteger("Condition", 0);
        yield return new WaitForSeconds(1/attackSpeed);
        canMove = true;
    }

    IEnumerator AttackCooldown(){
        canAttack = false;
        yield return new WaitForSeconds(1/attackSpeed);
        canAttack = true;
        canMove = true;
        anim.speed = 1;
    }

    void GetEnemiesInRange(){
        enemiesInRange.Clear();
        foreach(Collider c in Physics.OverlapSphere((transform.position + transform.forward * attackRange), attackRange)){
            if(c.gameObject.CompareTag("Enemy")){
                enemiesInRange.Add(c.transform);
            }
        }
    }
    #endregion

    /// <summary>
    /// Add exp to the player's current experience. Call level up if necessary.
    /// </summary>
    /// <param name="exp">Exp.</param>
    public void SetExperience(float exp){
        experience += exp;
        float experienceNeeded = GameLogic.ExperienceForNextLevel(level);
        float previousExperience = GameLogic.ExperienceForNextLevel(level - 1);
        //Level Up
        while(experience >= experienceNeeded){
            LevelUp();
            experienceNeeded = GameLogic.ExperienceForNextLevel(level);
            previousExperience = GameLogic.ExperienceForNextLevel(level - 1);
        }
        experienceBar.Find("Fill").GetComponent<Image>().fillAmount = (experience - previousExperience)/(experienceNeeded - previousExperience);
    }

    void LevelUp(){
        level++;
        levelText.text = "Lv. " + level.ToString("00");
        StartCoroutine(ShowLevelUpTextRoutine());
    }

    IEnumerator ShowLevelUpTextRoutine(){
        UIManager.instance.levelUpText.gameObject.SetActive(true);
        Vector2 positionOfText = UIManager.instance.WorldToCanvasPoint(transform.position + (Vector3.up * 2));
        UIManager.instance.levelUpText.GetComponent<RectTransform>().anchoredPosition = positionOfText;
        yield return new WaitForSeconds(1.5f);
        UIManager.instance.levelUpText.gameObject.SetActive(false);
    }

    void OnTriggerEnter(Collider other){
        if (other.CompareTag("Floor")) StartCoroutine(OnLandRoutine());
    }

    void OnTriggerExit(Collider other) {
        if (other.CompareTag("Floor")) OnLeaveFloor();
    }

    void OnLeaveFloor() {
        anim.SetInteger("Condition", 7); //Set animation to Mid Air
        isJumping = true;
        rb.useGravity = true;
    }

    IEnumerator OnLandRoutine(){
        Debug.Log("Landed");
        anim.SetInteger("Condition", 6);
        yield return new WaitForSeconds(0.05f);
        anim.SetInteger("Condition", 0);
        isJumping = false;
        rb.constraints = RigidbodyConstraints.FreezeRotation;
    }

    private void GetIncapacitated(float time){
        if(incapacitatedTime < time){
            StopCoroutine("GetIncapacitatedRoutine");
            incapacitatedTime = time;
            StartCoroutine("GetIncapacitatedRoutine");
        }
    }

    public void GetHealed(float amount) {
        if (dead) return;
        SetHealth(currentHealth + amount);
    }

    public void GetHit(float damage){
        if(dead)return;
        anim.SetInteger("Condition", 3);
        SetHealth(currentHealth - damage);
        GetIncapacitated(0.2f);
    }

    public void SetHealth(float health){
        if(health > totalHealth) currentHealth = totalHealth;
        else if(health <= 0){
            Die();
            currentHealth = 0;
        }
        else currentHealth = health;
        healthBar.Find("Fill").GetComponent<Image>().fillAmount = currentHealth / totalHealth;
        healthBar.Find("Text").GetComponent<Text>().text = currentHealth + "/" + totalHealth;
    }

    void Die(){
        dead = true;
        anim.SetInteger("Condition", 4);
        //Show Options

    }

    IEnumerator GetIncapacitatedRoutine(){
        while(incapacitatedTime > 0){
            yield return new WaitForSeconds(0.1f);
            incapacitatedTime -= 0.1f;
        }
    }

}

Might be a lot easier for everybody if you just saved this script and went to do a “click to move” tutorial, and then either use that resultant code or else come back to this code and change it yourself.

It should not even be a super-hard tutorial, so it should be pretty easy to compare the results with this script and learn quite a lot.

Just hope it doesn’t interfere with the script or the others.