How would i access my public bool is aiming in another c# script

I need to make it so i cant aim and sprint i have a shooting script that has isAiming defined and it is public how would i reference isAiming in shooting class and use isAiming = false; under the character controller class any ideas?

i’m using the unity fpscontroller script

my shooting class:

using UnityEngine;
using System.Collections;

public class Shooting : MonoBehaviour {

    //variables!

    public float weaponRange = 100f; // how far the raycast shoots out or how far the bullet can go!
    public Camera FPSCamera;           // the camera of the controller
    public GameObject Enemy;            // it nows what gameobject the raycast has to collide with
    public float minimumDamage = 15f;   // the minimum of the damage <<Need to add velocity depending on damage, damage is not yet fully implemented!>>
    public float maximumDamage = 30f;   // ^
    public float aimSpeed = 2f;         // how fast the gun ads
    public GameObject weaponObject;     // the gun object it self
    public Vector3 normalPosition;      // norm postition of gun (Idle pos)
    public Vector3 AimPos;              // The dynamic aim pos of gun
    public bool isAiming = false;       // is aiming?
    private AudioSource Audio;          // the audio source
    public AudioClip gunshotClip;       // the audio clip
    public float recoilAmount = 2f;     // the amount the gun model moves on the z axis when it is triggerd by left mouse button
    public float fovintensity = 15f;
    public float fovSpeed = 3f;         // how fast the zoom kicks in
    private float defaultFov;    // the default fov, this var is declared in our start method! 
    private float aimFOV;       // aim fov



    private void Start() {

        Audio = GetComponent<AudioSource>(); // finding the audio source
        defaultFov = FPSCamera.fieldOfView; // finding the fov on camera on start!
        aimFOV = defaultFov - fovintensity; //aim fov is the fps.cameras fieldofview - the fov intensity
    }



    // Update is called once per frame
    void Update() {


        Ray ray = FPSCamera.ScreenPointToRay(new Vector2(Screen.width / 2, Screen.height / 2));
        RaycastHit hitInfo;

        Debug.DrawRay(ray.origin, ray.direction * weaponRange, Color.green);
        if (Input.GetKeyDown(KeyCode.Mouse0)) {

            Audio.PlayOneShot(gunshotClip); //playing audio from audio source

            //recoil effect kinda... might change this later on doesent actully effect the bullet or raycast <<<TODO

            Vector3 weaponObjectLocalPosition = weaponObject.transform.localPosition;
            weaponObjectLocalPosition.z = weaponObjectLocalPosition.z - recoilAmount;
            weaponObject.transform.localPosition = weaponObjectLocalPosition;
            if (Physics.Raycast(ray, out hitInfo, weaponRange)) {

                if (hitInfo.collider.tag == "Enemy")
                {
                    Debug.Log("Test");


                }

            }

        }


        if (Input.GetKey(KeyCode.Mouse1))
        {

            isAiming = true;
        }
        else if (!Input.GetKey(KeyCode.Mouse1))
        {


            isAiming = false;

        }

        }




    
        

        


        private void FixedUpdate() {

        if (isAiming == true)
        {

            weaponObject.transform.localPosition = Vector3.Lerp(weaponObject.transform.localPosition, AimPos, Time.deltaTime * aimSpeed);
            FPSCamera.fieldOfView = Mathf.Lerp(FPSCamera.fieldOfView, aimFOV , Time.deltaTime * fovSpeed);
        }

        else if (isAiming == false)
        {

            weaponObject.transform.localPosition = Vector3.Lerp(weaponObject.transform.localPosition, normalPosition, Time.deltaTime * aimSpeed);
            FPSCamera.fieldOfView = Mathf.Lerp(FPSCamera.fieldOfView, defaultFov, Time.deltaTime * fovSpeed);
        }

    }
    }

using UnityEngine;
using System.Collections;

    public class input : MonoBehaviour 
    {
    public MyCamera     script_MyCamera;  //declaring the script and assign the script
    public GameObject   p_gameobject_MyCamera;  //declaring the gameobject and assign the script

    void Awake ()
 {
    script_MyCamera =  p_gameobject_MyCamera.GetComponent<MyCamera>();

      }//awake

   // Update is called once per frame
void OnGUI() 
    {
   script_MyCamera.bool_camera_start=   true;

    }//ongui

   }//class ends

i have two script input and MyCamera i am accessing bool_camera_start inside the MyCamera from input script in the above way.If this solve please up vote.