I can't find the inputs

Hello
I have downloaded a script to move my cube around but when I want to convert it to android I can’t find the inputs to change them. On pc the cube moves with the left and right arrow. You can see that my touch screen setting are there (44 - 55). How do I fix this?

{

    public float rotationPeriod = 0.3f;     // 隣に移動するのにかかる時間
    public float sideLength = 1f;           // Cubeの辺の長さ
    public event System.Action OnPlayerDeath;

    bool isRotate = false;                  // Cubeが回転中かどうかを検出するフラグ
    float directionX = 0;                   // 回転方向フラグ
    float directionZ = 0;                   // 回転方向フラグ

    Vector3 startPos;                       // 回転前のCubeの位置
    float rotationTime = 0;                 // 回転中の時間経過
    float radius;                           // 重心の軌道半径
    Quaternion fromRotation;                // 回転前のCubeのクォータニオン
    Quaternion toRotation;                  // 回転後のCubeのクォータニオン

    // Use this for initialization
    void Start()
    {

        // 重心の回転軌道半径を計算
        radius = sideLength * Mathf.Sqrt(2f) / 2f;

    }

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

        float x = 0;
        float y = 0;

        // キー入力を拾う。
        
        if (x == 0)
        {
            y = Input.GetAxisRaw("Horizontal");
        }
        foreach (Touch touch in Input.touches)
        {
            if ((touch.position.x > Screen.width / 2) && (touch.phase == TouchPhase.Began))
            {
              
            }

            if ((touch.position.x > Screen.width / 2) && (touch.phase == TouchPhase.Began))
            {
               
            }
        }


        // キー入力がある かつ Cubeが回転中でない場合、Cubeを回転する。
        if ((x != 0 || y != 0) && !isRotate)
        {
            directionX = -y;                                                             // 回転方向セット (x,yどちらかは必ず0)
            directionZ = -x;                                                             // 回転方向セット (x,yどちらかは必ず0)
            startPos = transform.position;                                              // 回転前の座標を保持
            fromRotation = transform.rotation;                                          // 回転前のクォータニオンを保持
            transform.Rotate(directionZ * 90, 0, directionX * 90, Space.World);     // 回転方向に90度回転させる
            toRotation = transform.rotation;                                            // 回転後のクォータニオンを保持
            transform.rotation = fromRotation;                                          // CubeのRotationを回転前に戻す。(transformのシャローコピーとかできないんだろうか…。)
            rotationTime = 0;                                                           // 回転中の経過時間を0に。
            isRotate = true;                                                            // 回転中フラグをたてる。
        }
    }

    void FixedUpdate()
    {

        if (isRotate)
        {

            rotationTime += Time.fixedDeltaTime;                                    // 経過時間を増やす
            float ratio = Mathf.Lerp(0, 1, rotationTime / rotationPeriod);          // 回転の時間に対する今の経過時間の割合

            // 移動
            float thetaRad = Mathf.Lerp(0, Mathf.PI / 2f, ratio);                   // 回転角をラジアンで。
            float distanceX = -directionX * radius * (Mathf.Cos(45f * Mathf.Deg2Rad) - Mathf.Cos(45f * Mathf.Deg2Rad + thetaRad));      // X軸の移動距離。 -の符号はキーと移動の向きを合わせるため。
            float distanceY = radius * (Mathf.Sin(45f * Mathf.Deg2Rad + thetaRad) - Mathf.Sin(45f * Mathf.Deg2Rad));                        // Y軸の移動距離
            float distanceZ = directionZ * radius * (Mathf.Cos(45f * Mathf.Deg2Rad) - Mathf.Cos(45f * Mathf.Deg2Rad + thetaRad));           // Z軸の移動距離
            transform.position = new Vector3(startPos.x + distanceX, startPos.y + distanceY, startPos.z + distanceZ);                       // 現在の位置をセット

            // 回転
            transform.rotation = Quaternion.Lerp(fromRotation, toRotation, ratio);      // Quaternion.Lerpで現在の回転角をセット(なんて便利な関数)

            // 移動・回転終了時に各パラメータを初期化。isRotateフラグを下ろす。
            if (ratio == 1)
            {
                isRotate = false;
                directionX = 0;
                directionZ = 0;
                rotationTime = 0;
            }
        }
    }
    void OnTriggerEnter(Collider triggerCollider)
    {
        if (triggerCollider.tag == "Falling Block")
        {


            if (OnPlayerDeath != null)
            {
                OnPlayerDeath();
            }
           
            Destroy (gameObject);
        }
    }
}

English version

public class move1 : MonoBehaviour
{

    public float rotationPeriod = 0.3f;     // Time taken to move next to
    public float sideLength = 1f;           // Edge length of Cube
    public event System.Action OnPlayerDeath;

    bool isRotate = false;                  // Flag to detect whether the Cube is rotating or not
    float directionX = 0;                   // Rotation direction flag
    float directionZ = 0;                   // Rotation direction flag

    Vector3 startPos;                       // Position of Cube before rotation
    float rotationTime = 0;                 // Time lapse during rotation
    float radius;                           // Orbital radius of center of gravity
    Quaternion fromRotation;                // Quotanion of Cube before rotation
    Quaternion toRotation;                  // Quotanion of Cube after rotation


    // Use this for initialization
    void Start()
    {

        // Calculate rotational orbit radius of center of gravity
        radius = sideLength * Mathf.Sqrt(2f) / 2f;

    }

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

        float x = 0;
        float y = 0;

        // pick up the key input.。

        if (x == 0)
        {
            y = Input.GetAxisRaw("Horizontal");
        }
        foreach (Touch touch in Input.touches)
        {
            if ((touch.position.x < Screen.width / 2) && (touch.phase == TouchPhase.Began))
            {
                ;
            }

            if ((touch.position.x > Screen.width / 2) && (touch.phase == TouchPhase.Began))
            {
                ;
            }
        }

        // If there is a key input and the Cube is not rotating, rotate the Cube.        
        if ((x != 0 || y != 0) && !isRotate)
        {
            directionX = -y;                                                             // Rotation direction set (either x or y must be 0)
            directionZ = -x;                                                             // Rotation direction set (either x or y must be 0)
            startPos = transform.position;                                              // Maintain coordinates before rotation
            fromRotation = transform.rotation;                                          // Keep quaternion before rotation
            transform.Rotate(directionZ * 90, 0, directionX * 90, Space.World);         // Rotate 90 degrees in the direction of rotation
            toRotation = transform.rotation;                                            // Retain quaternion after rotation
            transform.rotation = fromRotation;                                          // Return Cube Rotation before rotation. (Is not it a shallow copy of transform or ...?)
            rotationTime = 0;                                                           // The elapsed time during rotation is set to 0
            isRotate = true;                                                            // Make a rotating flag
        }
    }

    void FixedUpdate()
    {

        if (isRotate)
        {

            rotationTime += Time.fixedDeltaTime;                                    // Increase elapsed time
            float ratio = Mathf.Lerp(0, 1, rotationTime / rotationPeriod);          // Percentage of current elapsed time relative to time of rotation

            // Move
            float thetaRad = Mathf.Lerp(0, Mathf.PI / 2f, ratio);                   // Rotation angle in radians
            float distanceX = -directionX * radius * (Mathf.Cos(45f * Mathf.Deg2Rad) - Mathf.Cos(45f * Mathf.Deg2Rad + thetaRad));      // Distance traveled on X axis. The sign of - is for aligning the direction of movement with the key.
            float distanceY = radius * (Mathf.Sin(45f * Mathf.Deg2Rad + thetaRad) - Mathf.Sin(45f * Mathf.Deg2Rad));                        // Y axis movement distance
            float distanceZ = directionZ * radius * (Mathf.Cos(45f * Mathf.Deg2Rad) - Mathf.Cos(45f * Mathf.Deg2Rad + thetaRad));           // Z axis travel distance
            transform.position = new Vector3(startPos.x + distanceX, startPos.y + distanceY, startPos.z + distanceZ);                       // Set the current position

            // rotation
            transform.rotation = Quaternion.Lerp(fromRotation, toRotation, ratio);      // Set current rotation angle with Quaternion.Lerp (what a useful function)

            // Initialize each parameter at the end of movement / rotation.Lower the isRotate flag.
            if (ratio == 1)
            {
                isRotate = false;
                directionX = 0;
                directionZ = 0;
                rotationTime = 0;
            }
        }
    }
    void OnTriggerEnter(Collider triggerCollider)
    {
        if (triggerCollider.tag == "Falling Block")
        {


            if (OnPlayerDeath != null)
            {
                OnPlayerDeath();
            }
           
            Destroy (gameObject);
        }
    }
}