how i can convert thjs code to touch (Input.anyKeyDown)

using UnityEngine;
using System.Collections;

public class PlayerController : MonoBehaviour {

// Use this for initialization
void Start () {
	isStartButtonPressed = false;
	Time.timeScale = 0.0f;
}

// Update is called once per frame
void Update () {
	updateScore();
	if(!isInView())
	{
		restartGame();
	}
	if(Input.anyKeyDown)
	{
		move();
	}
}

private bool isInView()
{
	Vector3 port = Camera.main.WorldToViewportPoint(transform.position);
	if((port.x < 1) && (port.x > 0) && (port.y < 1) && (port.y > 0) && port.z > 0)
	{
		return true;
	}
	else
	{
		return false;
	}
	
}

private bool isStartButtonPressed;
public GUIText scoreLabel;
void OnGUI()
{
	if (!isStartButtonPressed)
	{
		GUI.TextField(new Rect(Screen.width/2-65, Screen.height/2-11 ,130,22), "Do something to start");
		if(Input.anyKeyDown)
		{
			Time.timeScale = 1.0f;
			isStartButtonPressed = true;
		}
	}
}

private void move()
{
	rigidbody.velocity = new Vector3(0,0,0);
	rigidbody.AddForce (new Vector3(275,200,0), ForceMode.Force);
}

void OnTriggerEnter(Collider other)
{
	restartGame();
}

private void restartGame()
{
	Time.timeScale = 0.0f;
	isStartButtonPressed = false;
	Application.LoadLevel (Application.loadedLevelName);	
}

private void updateScore()
{
	int score = (int) (transform.position.x / GenerateWorld.distanceBetweenObjects);
	if(score != (int.Parse(scoreLabel.text)) && score > 0)
	{
		scoreLabel.text = score.ToString();
	}
	
}

}

Your input is very simple here. You need to make the “Do something to start” go away, and you need to call move() when a single event occurs. You can do the first by checking Input.toucCount. If it is greater than 0, then make the the text go away. Change line 41 from:

if(Input.anyKeyDown)

to:

if(Input.touchCount > 0)

For the move(), you likely want to detect a finger down event. You can do that by checking the touch inputs and look for the begin phase. Take a look at the second example script on this page here:

https://docs.unity3d.com/Documentation/ScriptReference/Input.GetTouch.html

Your code, instead of calling Instantiate() would call move().

Your almost there & need to change just a few things.

Check-out a similar answer posted by me in the following page…

Work with touch inputs now !!!